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unmerged(40707)

Just call me Yoda in private!
Mar 1, 2005
20.187
5
Hello everybody, and welcome to our fourth development diary for ‘For the Glory’ (FTG).

FTG brings new interesting features for the interface and gameplay. Games will never be the same.
The first improvement was the support of all screen resolutions but this was just the frame. We already saw the general interface and the playable political map. Let’s see other important game improvements.


Notifiers
Here is the list of the reminders and warnings (notifiers):
  • When the country is likely to run out of money
  • When there are possible revolts in the country with a sorted list of the involved province and related revolt risk
  • When Domestic Policies can be changed
  • When the country is at half maintenance at war or full maintenance at peace
  • When the country is investing in a technology even though it is at the max level (*)
  • When a truce is expiring
  • When a Casus Belli is expiring
  • When the country is at war
  • When troops are in a foreign territory when at peace and without military access
  • When a loan is due date is approaching
  • When officials can be promoted with the list of possible provinces
  • When ships are sinking at sea because of naval attrition
(*) even with a possible unlimited tech tree, this reminder can still be useful.

I am playing Sweden and I can see where officials can be promoted. I just have to click on the flag and the map will be centered on the first province where I can promote one:

officialsnotifier.png


By the way, it seems I forgot to change my Domestic Policies and I am still paying full maintenance while Sweden is at peace...


Cores
Core provinces are an important feature in the Europa Universalis games. Cores show provinces that should be protected at all costs or conquered for the expansion of each country. In FTG, we have four different kinds of cores:

nationalprovince.png

National province: this is the standard core with full effect (increased income, increased manpower, no nationalism and permanent Casus Belli against the owner).
National province cores have two symbols, a star above the Coat of Arms and a ribbon just under.

claim.png

Claim: same effect as a national province, except nationalism is still active and no increased manpower. Targeted provinces are not national according to History but, if owned, income because of direct administration is increased.
Claim cores have only a star above the Coat of Arms.

casusbelli.png

Casus Belli province: this core only gives a permanent Casus Belli against the owner, and no other effect if owned. This core is useful for colonial provinces in particular but not solely.
Casus Belli cores have a little star above the Coat Of Arms.

tordesillas.png

Treaty of Tordesillas (ToT) province: provinces that give permanent Casus Belli against the owner if in the Catholic religious subgroup and if not a recipient of the treaty. Corresponding provinces can be taken by force by a recipient even if not at war with the owner. Any province can be part of ToT, even if also national, claim or Casus Belli.
ToT cores have a Catholic cross above the Coat of Arms

ToT cores are now displayed on the political map but only for settled provinces. Colonization mode is required for the display of all of them.

Political map mode:

totpolitical.png


Colonization map mode:

totcolonization.png


There is no change to ToT rules but the model can be extended to any country tag now and not only Spain or Portugal (that can even be removed or tweaked in the devoted part of the database).


Of course AI takes cores in account with their different level of importance from national province to Casus Belli in descending order, ToT provinces having a special status.


Leaders
In FTG, you can find standard leaders as Generals, Admirals, Explorers and Conquistadors. The game added a new leader type: Privateer
A privateer is neither an explorer nor an admiral. He can appear in any owned port and even sea zones. At this time, he will give a temporary Casus Belli to all neighboring countries but this is not the same as commissioning privateers in a sea zone. A privateer can lead any fleet of the country, just like any Admiral. This is not a pirate (well...), even if pirates can have great leaders too.


Mercenaries, pirates, rebels and revolters
Pirates and rebels now have full morale when they appear. They use the most advanced naval or land technology in the world and with full corresponding naval or land Domestic Policy settings, respectively. Not easy to beat but still affordable.

With previous dev diaries, you know how much hiring mercenaries will cost. They also appear at full morale but, as regular units, will use the same land technology as the hiring country.

When a country appears as a result of a successful revolt, the Mother country is now in a defensive war with it and has a temporary Casus Belli against it. The revolter gets an army in its capital province according to the strength of this province.
Other rebels present in the provinces of the new country are converted to regular armies (no change to this rule).

And lastly, rules for defecting provinces have been reworked and all criteria refined.


Adjacencies
In FTG, you will find two new adjacencies.
The first one is a land connection. It can be a path through Permanent Terra Incognita between two or more provinces. The second one is a winter conditions connection between two adjacent provinces. If one of the provinces is under winter conditions, movement between the two provinces is forbidden and a little red cross appears on the map. Movement of armies that began before the winter conditions are then stopped if winter conditions are still present at the end of the required movement time.

landconnection.png


Land connection between Kyzylkum and Uzbek


Some other game improvements
Many other “little” improvements are present in the game. For example, retreating armies no longer loot provinces. Conversion and colonization chances are computed at the end of the process, not at start (things can change with time). Many tooltips have also been reworked for more precise information... to be continued in a future dev diary.

The next dev diary will be devoted to the new script engine.
 
Pirates and rebels now have full morale when they appear. They use the most advanced naval or land technology in the world and with full corresponding naval or land Domestic Policy settings, respectively. Not easy to beat but still affordable.

Won't this really hurt countries outside of Europe, like the Asian countries? Once Europe starts pulling ahead, I can see rebels devastating the countries in India and Southeast Asia.
 
"Pirates and rebels now have full morale when they appear. They use the most advanced naval or land technology in the world."

So, the rebels of a pagan nation have the same land technology of France/Austria?

(Ma vi drogate??)
 
(...)

Adjacencies
In FTG, you will find two new adjacencies.
The first one is a land connection. It can be a path through Permanent Terra Incognita between two or more provinces. The second one is a winter conditions connection between two adjacent provinces. If one of the provinces is under winter conditions, movement between the two provinces is forbidden and a little red cross appears on the map. Movement of armies that began before the winter conditions are then stopped if winter conditions are still present at the end of the required movement time.
(...)

Do for the map-makers change something?
 
Won't this really hurt countries outside of Europe, like the Asian countries? Once Europe starts pulling ahead, I can see rebels devastating the countries in India and Southeast Asia.

Yeah, that is my concern as well. Wouldn't it better for the rebels to have the technology of their country, plus a morale bonus (like the Shiites)?
 
Won't this really hurt countries outside of Europe, like the Asian countries? Once Europe starts pulling ahead, I can see rebels devastating the countries in India and Southeast Asia.

"Pirates and rebels now have full morale when they appear. They use the most advanced naval or land technology in the world."

So, the rebels of a pagan nation have the same land technology of France/Austria?

(Ma vi drogate??)
It was even worse in EU2... but can't we imagine rebels will try to use most possible advanced weapons?

Yeah, that is my concern as well. Wouldn't it better for the rebels to have the technology of their country, plus a morale bonus (like the Shiites)?
We had this idea but not affordable for a first version because it would have required a full reworking of the units structure for a country.
Same idea for mercenaries and possible bonuses.
 
It was even worse in EU2... but can't we imagine rebels will try to use most possible advanced weapons?

First of all, it doesn't matter whether they "try to use the most advanced weapons", it's whether they can get them. Second of all, you didn't really address the point of China in the 1700s having to deal with rebels as strong as the French army. This will not work very well. How have the playtests worked out?

Now clearly some rebels at certain times were very well equipped. But the vast majority of revolts were peasants with pitchforks. It might be useful to differentiate between two types of revolts in the game. "Organised" and "disorganised". An organised revolt would be something like in the wars of the roses, where the revolts were led by nobles and the armies were equipped well. A disorganised revolt would be more like the peasant revolts of 16th century Germany or 18th century Russia. This is obviously not something that can go into the game, as you're already designing it, but at the very least you have to admit there is a problem with treating all rebels all over the world as one and the same.
 
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Good dev diary! :cool:
 
Great dev diary, many thanks for that!

I share the fears of others that super-rebels might kill non-european countries in the late game, but since it is said to have been even worse in EU2, let's see how it plays out. Different types of rebels would be great, though...

One other thing: I didn't really understand how the privateer leader works. Let's say I'm England, woning Calais but not the surrounding provinces. A privateer leader appears in the Dover strait. Now what? Do I have to move a fleet there to pick him up, while the Frenchies are trying to beat me to it, or is he randomly given to either me or France? :confused:
 
First of all, it doesn't matter whether they "try to use the most advanced weapons", it's whether they can get them. Second of all, you didn't really address the point of China in the 1700s having to deal with rebels as strong as the French army. This will not work very well. How have the playtests worked out?

Now clearly some rebels at certain times were very well equipped. But the vast majority of revolts were peasants with pitchforks. It might be useful to differentiate between two types of revolts in the game. "Organised" and "disorganised". An organised revolt would be something like in the wars of the roses, where the revolts were led by nobles and the armies were equipped well. A disorganised revolt would be more like the peasant revolts of 16th century Germany or 18th century Russia. This is obviously not something that can go into the game, as you're already designing it, but at the very least you have to admit there is a problem with treating all rebels all over the world as one and the same.

As Yoda pointed out, it is on our list of to-dos, but the additional part to remember is that what you are worried about (vis-a-vis tech) was already present in EU2.
 
I share the fears of others that super-rebels might kill non-european countries in the late game, but since it is said to have been even worse in EU2, let's see how it plays out. Different types of rebels would be great, though...
As Garbon reminded, already present in EU2, you know the "horrible truth" now...
Good idea to have several rebels levels but problem remains the same, rebels are a "hidden" country and thus only one tech. As I said, full reworked units structure is the only possible answer.

One other thing: I didn't really understand how the privateer leader works. Let's say I'm England, woning Calais but not the surrounding provinces. A privateer leader appears in the Dover strait. Now what? Do I have to move a fleet there to pick him up, while the Frenchies are trying to beat me to it, or is he randomly given to either me or France? :confused:
A privateer is a leader present in the leaders file of a country. If one appears in the Dover strait (with several ships), this will be because of this file, just like any other leader of the same country (but admirals and explorers can only appear in ports). Effects are just different. In your example, if the privateer is English, France will have a temporary cb because of this and French ownership of surrounding provinces but England has now a valuable leader...
This is not the same as commissioning privateers in a sea zone. Effect for temporary cb is the same but Pirates appear in this case and you have no control upon them.

Now, just think to Drake appearing in the Carribean and in the middle of Spanish islands!
 
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Interesting.

I've never played EU2 though I've heard a lot about AGCEEP when EU3 was released.

With these dev diaries, I'm looking forward to For the glory.

I wonder if I'm not tricked by the Force wielded by Yoda :D
Hey, he made me look for the IX and XI verses of la Marseillaise !
 
I wonder if I'm not tricked by the Force wielded by Yoda :D
Hey, he made me look for the IX and XI verses of la Marseillaise !
Slightly off-topic (just slightly! :D) -- but: Isn't the Marseillaise only comprised of six (sometimes seven) "couplet"s? :wacko: Is that a French insider gag?
 
Can´t you just add another "hidden" tag for organised rebels?

Not without a re-work. Think about it, if you added just another hidden tag, then everytime rebels would spawn, you'd get rebels from both tags.:D
 
As Garbon reminded, already present in EU2, you know the "horrible truth" now...
Good idea to have several rebels levels but problem remains the same, rebels are a "hidden" country and thus only one tech. As I said, full reworked units structure is the only possible answer.

Would it be possible to have one rebel "hidden country" per continent? It wouldn't solve the problem, but would greatly alleviate it.