So once again I am having some suggestions and this time I am focussing on economical warfare suggestions. If this is implemented I would personally put most of it in a DLC, but it's stuff I would like to see ingame.
Pirates
I suggest readding pirates and adding pirate factions. This are enemy ships that are attracted to wealthy trade nodes reducing income by a certain % per pirate ship. Pirates will be less likely to take notes where privateers are active and can be fought off by using the "fight pirates" button on ships. The "fight pirates" button will have its own events (like the el dorado hunt for cities events) and have a greater chance of ships being lost.
Pirates will be split into factions and can be allied with through a special interfac. This will make them more likely to target rivals if you pay them gold to do so. Pirate factions that suffer too many losses can be bankrupted and will then dissapear from the game, this should mean that as the game progresses there will be less & less pirates.
Privateers
To interact with the new pirate mechanics privateers will have the added requirement to allign itself with one of the pirate factions if there is one avaiable. These pirate factions will ask gold to do so, but greatly increase the power of privateering. A small amouth of AE is added with nations being affected. Privateers can also be destroyed with the "hunt pirates" action, they can also capture ships in the meantime.
Embargoing
I suggest a slight rework of embargo'ing. Make it somewhat more dynamic, embargoing will no longer be directly against nations but instead be against trade-route routes. By embargoing a trade route you will block a lot of income going through that stream forcing it through another (like to your capital), but it will result in lower relations will all nations affected. You will get power projection and relation boosts (enemy of enemy is my friend) by blocking rivals and your blocking is much more effective if it's against rivals.
To place an embargo your overall trade power in said node will be reduced by 25%. Depending on your nation's total development this will lower the stream of gold into a trade route by 3.3-33% and 5-50% if a nation is rivaled. All nations effected will have the remove embargo catus belli and can ask your nation to remove the embargo at any time. Refusing nations that aren't rivals will lower relations.
This means that embargoing can be quite lucrative.. but you will have to watch out to not hurt neutral nations too much, but it's a side-effect from a well placed embargo and can certainly make your own trade nodes more profitable.
This system will also be great for the ROTW as they can prevent most cash going to Europe and this will mean nations will have to actively invest into the rotw to make sure enough cash goes there. For nations that aren't westernized there will be no penalty to relations by embargoing a trade route.
Mercantilism
A slight suggestion on top of what mercentalism now offers and that is to add a small drawback to it.
0-25% no drawback
25-50% -10% reputation over time increase (trade helps nations keep good relations)
51-75% -30% reputation over time increase
76-100% -50% reputation over time increase -1 diplo reputation.
To counter-act this mercantilism will also reduce effects of embargo's on trade nodes you have control of.
Loans
I suggest a system that will make loans much more attractive. Open the game with a few banks like the Fugger and the De Medici bank where players can make loans. Then give rich nations the option of opening their own banks and lending out money. They can set rates and time to repay these loans and depending on certain circumstances (relations, rates, time to repay etc) nations will pick a bank to loan from.
This will result in loans being held by players and players being able to attack nations that cannot pay back the interest of the loans. Loans will also be reworked so that if they expire a small amouth of cash, decided upon taking the loan has to be paid immediatly to the nation owning it. If a nation cannot afford that the bank will get a catus belli on said nation.
If too many nations cannot pay their loans or if the nation owning the bank has to start taking loans then the bank can go bankrupt. If a bank goes bankrupt the nation owning the bank will take a massive diplo rep loss, a massive gold loss and a tradepower loss for a few years. On top of this all nations owning loans will then no longer have to repay these loans.
This will result in somewhat more interesting gameplay where the amouth of gold ingame decides the amouth of loans, this will result in nations going bankrupt much sooner but should add some interesting gameplay. At the start there will be some pregenerated banks to make sure there is enough cash, these banks will go bankrupt through event at later dates untill all gold is supported by the ingame economy.
Public needs
Nations that are very wealthy require a lot of goods, it was one of the reasons people started colonizing but this is absent from Europa Universalis IV. So I propose to add a system of public needs, this system takes place once a nation has acquired 100 development.
A nation will then start to require certain amouths of trade goods, at first these trade goods will be highly accesible and easy to produce, your nation will be happy and nothing will happen. As your development increases you will be required to have more production of the same trade good and more varied trade goods. At this point you will most likely have to start importing goods.
A new button is added to the economic interface that lets you import goods automaticly and add a slider of how much you want to import (like armies currently work). This gives you some control of how much gold you want to pay to import what you are missing. There is a downside to not paying the full amouth however, if you import nothing you will get -4 global unrest, if you import 33% less you will get -3 global unrest and if you import 66% less you will get -2 global unrest. If you import 100% you will have no global unrest.
These goods are paid by looking at the price of the good in question. You pay a certain sum per good and this in total will make the full gold cost. Incase one of the trade routes towards you is embargoed your price to import is also increased by 20%. If one of your rivals is production leader of a good the price you pay for imports goes up by 10% per good.
The idea behind this mechanic is to add some late game goldsinks and to add some increased depth to managing your nation. Blobbing will have more severe effects on your economy.
Destructive wars
One new mechanic to wars. If a nation often attacks new modifiers will appear that disrupt trade in a nation and reduce goods produced, trade income and trade power. A boon of fighting a lot of wars is that troops can be recruited cheaper and faster, as you are moving towards a war economy. On top of this, when a province is besieged there is a small chance to lose development or buildings in a province. There is a chance to lose development in a province every time an army is reinforced to reflect the loss of people in provinces, this chance is increased by war exhaustion.
Nations that aren't at war for a longer time will get bonusses towards trade, goods produced and relations increase. Their base cost of army maintenance will start to go up because their armies are needing more training to keep up with warfare standards.
This to add some extra choices between play styles and to make playing tall more viable. I also think that wars should start to reflect more on a nation's economy, it should be difficult to keep wars up 24/7. Next to that wars should destroy wealth, not only in the country attacking but also in the country defending. So I think some development being lost every war will be a good addition, it might also reduce the late-game high development blobbing at the same time. Especially nations or regions that are very warlike will be less developed then nations or regions that weren't.
Merchants
Then the last suggestion which is an addition of something merchants can do. A nation can place a merchant in a single province to slowly convert the trade good into another trade good of the possible pool (not possible if no other trade nodes is avaiable). This is not possible for gold and gold cannot be generated this way.
An addition to this system is that rotw goods might become avaiable for production in Europe at later dates. This would then be able to be spawned by merchants.
Pirates
I suggest readding pirates and adding pirate factions. This are enemy ships that are attracted to wealthy trade nodes reducing income by a certain % per pirate ship. Pirates will be less likely to take notes where privateers are active and can be fought off by using the "fight pirates" button on ships. The "fight pirates" button will have its own events (like the el dorado hunt for cities events) and have a greater chance of ships being lost.
Pirates will be split into factions and can be allied with through a special interfac. This will make them more likely to target rivals if you pay them gold to do so. Pirate factions that suffer too many losses can be bankrupted and will then dissapear from the game, this should mean that as the game progresses there will be less & less pirates.
Privateers
To interact with the new pirate mechanics privateers will have the added requirement to allign itself with one of the pirate factions if there is one avaiable. These pirate factions will ask gold to do so, but greatly increase the power of privateering. A small amouth of AE is added with nations being affected. Privateers can also be destroyed with the "hunt pirates" action, they can also capture ships in the meantime.
Embargoing
I suggest a slight rework of embargo'ing. Make it somewhat more dynamic, embargoing will no longer be directly against nations but instead be against trade-route routes. By embargoing a trade route you will block a lot of income going through that stream forcing it through another (like to your capital), but it will result in lower relations will all nations affected. You will get power projection and relation boosts (enemy of enemy is my friend) by blocking rivals and your blocking is much more effective if it's against rivals.
To place an embargo your overall trade power in said node will be reduced by 25%. Depending on your nation's total development this will lower the stream of gold into a trade route by 3.3-33% and 5-50% if a nation is rivaled. All nations effected will have the remove embargo catus belli and can ask your nation to remove the embargo at any time. Refusing nations that aren't rivals will lower relations.
This means that embargoing can be quite lucrative.. but you will have to watch out to not hurt neutral nations too much, but it's a side-effect from a well placed embargo and can certainly make your own trade nodes more profitable.
This system will also be great for the ROTW as they can prevent most cash going to Europe and this will mean nations will have to actively invest into the rotw to make sure enough cash goes there. For nations that aren't westernized there will be no penalty to relations by embargoing a trade route.
Mercantilism
A slight suggestion on top of what mercentalism now offers and that is to add a small drawback to it.
0-25% no drawback
25-50% -10% reputation over time increase (trade helps nations keep good relations)
51-75% -30% reputation over time increase
76-100% -50% reputation over time increase -1 diplo reputation.
To counter-act this mercantilism will also reduce effects of embargo's on trade nodes you have control of.
Loans
I suggest a system that will make loans much more attractive. Open the game with a few banks like the Fugger and the De Medici bank where players can make loans. Then give rich nations the option of opening their own banks and lending out money. They can set rates and time to repay these loans and depending on certain circumstances (relations, rates, time to repay etc) nations will pick a bank to loan from.
This will result in loans being held by players and players being able to attack nations that cannot pay back the interest of the loans. Loans will also be reworked so that if they expire a small amouth of cash, decided upon taking the loan has to be paid immediatly to the nation owning it. If a nation cannot afford that the bank will get a catus belli on said nation.
If too many nations cannot pay their loans or if the nation owning the bank has to start taking loans then the bank can go bankrupt. If a bank goes bankrupt the nation owning the bank will take a massive diplo rep loss, a massive gold loss and a tradepower loss for a few years. On top of this all nations owning loans will then no longer have to repay these loans.
This will result in somewhat more interesting gameplay where the amouth of gold ingame decides the amouth of loans, this will result in nations going bankrupt much sooner but should add some interesting gameplay. At the start there will be some pregenerated banks to make sure there is enough cash, these banks will go bankrupt through event at later dates untill all gold is supported by the ingame economy.
Public needs
Nations that are very wealthy require a lot of goods, it was one of the reasons people started colonizing but this is absent from Europa Universalis IV. So I propose to add a system of public needs, this system takes place once a nation has acquired 100 development.
A nation will then start to require certain amouths of trade goods, at first these trade goods will be highly accesible and easy to produce, your nation will be happy and nothing will happen. As your development increases you will be required to have more production of the same trade good and more varied trade goods. At this point you will most likely have to start importing goods.
A new button is added to the economic interface that lets you import goods automaticly and add a slider of how much you want to import (like armies currently work). This gives you some control of how much gold you want to pay to import what you are missing. There is a downside to not paying the full amouth however, if you import nothing you will get -4 global unrest, if you import 33% less you will get -3 global unrest and if you import 66% less you will get -2 global unrest. If you import 100% you will have no global unrest.
These goods are paid by looking at the price of the good in question. You pay a certain sum per good and this in total will make the full gold cost. Incase one of the trade routes towards you is embargoed your price to import is also increased by 20%. If one of your rivals is production leader of a good the price you pay for imports goes up by 10% per good.
The idea behind this mechanic is to add some late game goldsinks and to add some increased depth to managing your nation. Blobbing will have more severe effects on your economy.
Destructive wars
One new mechanic to wars. If a nation often attacks new modifiers will appear that disrupt trade in a nation and reduce goods produced, trade income and trade power. A boon of fighting a lot of wars is that troops can be recruited cheaper and faster, as you are moving towards a war economy. On top of this, when a province is besieged there is a small chance to lose development or buildings in a province. There is a chance to lose development in a province every time an army is reinforced to reflect the loss of people in provinces, this chance is increased by war exhaustion.
Nations that aren't at war for a longer time will get bonusses towards trade, goods produced and relations increase. Their base cost of army maintenance will start to go up because their armies are needing more training to keep up with warfare standards.
This to add some extra choices between play styles and to make playing tall more viable. I also think that wars should start to reflect more on a nation's economy, it should be difficult to keep wars up 24/7. Next to that wars should destroy wealth, not only in the country attacking but also in the country defending. So I think some development being lost every war will be a good addition, it might also reduce the late-game high development blobbing at the same time. Especially nations or regions that are very warlike will be less developed then nations or regions that weren't.
Merchants
Then the last suggestion which is an addition of something merchants can do. A nation can place a merchant in a single province to slowly convert the trade good into another trade good of the possible pool (not possible if no other trade nodes is avaiable). This is not possible for gold and gold cannot be generated this way.
An addition to this system is that rotw goods might become avaiable for production in Europe at later dates. This would then be able to be spawned by merchants.
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