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Wizzington

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Happy new 2016, everyone! With the holidays over, we now return to our regularly scheduled Thursday dev diaries. Today we'll be talking about some changes coming in the upcoming 1.15 bugfixing and balancing patch, which should come out sometime before the end of January.


Changes to Estates
The Estates feature represented a major shift in the EU4 development towards more internal mechanics. Such shifts rarely go entirely smoothly, and there was some controversy regarding the feature, with many players either loving or hating it. We consider the Estates mechanic a strong addition to the game and intend to continue to develop internal mechanics in EU4 (though it will always remain an empire building game at its core) but, as might be expected when going in an entirely new design direction, some of the Estates mechanics didn't end up working so well in practice. For this reason, Estates will be recieving a number of tweaks in 1.15 to make them more interesting and balanced.

First of all, all Estates will now be removed from provinces on conquest. This is one of those cases where it makes absolute perfect sense historically: The local nobility didn't just up and vanish when a new ruler took over, and nearly all conquerors had to depend on the same local elites that ruled in the territory before their conquest. However, gameplay wise this simply didn't work out, with players experiencing sudden Estate influence spikes they could not control or having to revoke a badly placed Estate to give the province to another Estate. The option to have Estates remain on conquest will stay for modders that want to emphasise history over gameplay.

Secondly, Loyalty is being reworked. Originally, Loyalty was all permanent effects, with the temporary modifiers added later because of the effects of interactions and the like simply ending up too strong. This however has created a bit of a weird hybrid system where it's difficult to predict where your Estates' loyalty will be in the future, and where you can get stuck at low loyalty waiting and praying for some event to fire. As such, we're going to change Loyatly to adopt a model more like prestige, where loyalty is a permanent value with no modifiers that decays slowly towards a middle point of 50, with the decay being faster the further from 50 it is. The disloyal threshold was changed to 40, while the loyal threshold remains at 60. The non-temporary modifiers for loyalty (such as high piety for the Ulema) were changed to modifiers on the decay speed, so disloyal nobles will cease being disloyal faster if the monarch has high legitimacy, for example.

Finally, the way Estates give autonomy in provinces is also being changed. While the autonomy itself isn't a problem, the fact that we changed autonomy to be multiplicative resulted in some undesirable results like Nobility provinces actually reducing manpower if the country also had quantity. For this reason, we've tweaked the different Estates to have special exceptions to their autonomy effects, which apply not only to autonomy given from the Estate but to all autonomy in the province, as follows:
  • Provinces controlled by the Clergy and Dhimmi will no longer have the effects of autonomy applied to tax income.
  • Provinces controlled by the Burghers will no longer have the effects of autonomy applied to production income and trade power.
  • Provinces controlled by the Nobility, Cossacks and Tribes will no longer have the effects of autonomy applied to manpower and force limit.

In addition to these changes, there are also a number of minor tweaks, such as adjusting the province effects of Estates to work with the new autonomy exception and making it so that developing Estate provinces increases their loyalty.
JUmnhoq.png


Changes to Diplomatic Feedback
The second of the big two features in Cossacks, Diplomatic Feedback, suffered from some problems of its own on launch. Unlike Estates, the problem with Diplomatic Feedback was not with the feature design but rather the fact that we were a little too conservative in adapting the AI to the new system, resulting in things like one-province hordes laying claim to half of Eurasia or AI allies rivaling you at 100 trust because they had no other possible rivals to choose from. To address this, we're making the following changes:
  • The AI will no longer rival a country they have 80+ trust with under any circumstances.
  • Trust now has a much stronger effect on whether the AI desires your provinces, and will be the primary determinor when the AI has to choose between two mutually exclusive alliances (because of rivalries etc).
  • The way AI claims provinces of vital interest has been reworked to be more sensible.
  • When an alliance is about to break because of mutually vital territory, the game will now warn you via an alert that this is going to happen and give you a chance to adjust your own claims.
Elective Monarchy Rework
While certainly not a Cossacks or 1.14 feature, Poland's Elective Monarchy from Res Publica has always been the source of complaints from people who do not feel that its representation of Jagellion legitimacy is, shall we say, strictly accurate. It's one of those things that has been on my personal todo list to revamp for a long time, and for 1.15 it is going to receive the following changes:
  • Local heirs will now have a claim strength of 80, same as foreign heirs, meaning they will no longer start their reign with low legitimacy.
  • The stat boosts for local heirs were somewhat reduced, though they still get on average higher stats than foreign heirs.
  • Boosting the support of a local heir now costs prestige (10 for 5 support) instead of legitimacy.
  • When a foreign monarch holds the throne, there is now a small chance that another country of that dynasty will get a CB to enforce a union on the elective monarchy. If they successfully do so, the elective monarchy is abolished and replaced with a monarchy of the same type as their new overlord.
QNDMqPI.png


That's all for today! Next week we'll continue talking about patch 1.15, so stay tuned.
 
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Wizzington

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Seems great.

One question regarding autonomy and estates. Let's say I just conquered a center of trade and increased autonomy to avoid rebels so that autonomy is now 75%. Now if I give this province to the Burghers, production and trade power values will be as if autonomy was 0% and I get on top of it +50% trade power and +10% goods produced modifier (assuming loyalty of Burghers >60)?

Correct. It can actually be very beneficial to give high autonomy provinces to Estates now.
 
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1. Play Muscovy/Russia

2. Support heir to throne.

3. Enforce Union

4. Russia now rules all of eastern Europe.

Assuming you're lucky enough to get a claim, yes. And assuming you can even get heir on throne, which is no trivial matter without an alliance and decent dip rep.
 
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Won't this cause problems? In the game currently, if you have a modifier to prestige decay, it applies the same whether your prestige is positive or negative -- it actually harms you to have -1% prestige decay if your prestige is negative.

Also, will there be scope for ideas such as "+1 Nobility loyalty"? That seems like it would be fitting as an Aristocratic Idea.

It doesn't work like that - high piety for Ulema will decay high loyalty slower and recover low loyalty faster (I'm also quite sure prestige decay doesn't work like that anymore either).

Certain idea groups will influence decay as well, such as aristocratic for nobility.
 
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Wiz, What about my +25% autonomy proposal for conquered provinces with an Estate (combined with Estate removal)? Will it work like this in 1.15 or is this something you might consider?

Sounds like a recipe for 'if I am about to lose provinces I should put estates in them all to mess with the conqueror'.
 
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Mostly great changes. Question though, will modders be able to still use the loyalty modifiers, or is that completely removed?

Loyalty modifiers no longer directly impact loyalty but rather decay speed, it wouldn't work to have such modifiers along with a decay system.
 
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@Wiz How would you say will the patch affect savegames?

My mates and I want to start a new Mulitplayer Session this weekend, and since the patch will proably come out ending January we weill start with patch 1.14.
Most thing should be pretty minor and doesn't effect games started in 1.14, but I am worried for Poland.
Will the fixes seemingless transition in an 1.14 savegame to 1.15?

Saves should be fine, but no guarantees. As always we'll have a steam branch for previous version.
 
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Have you considered adding a way to reform the Polish Monarchy as a Jagiellon? Currently you need at least one foreign ruler to get Henrykian Articles in order to start the event chain that can lead to reform. I got around this by making a Styrian Jagiellon my king, but it took a lot of work.

You don't need a foreign ruler, just one with low stats. You'll be able to get low-statted local rulers now.
 
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-10 from 50 would put you at 40 which is just above disloyal. Disloyal is below 40. But yes, the events that are just 'you lost 10 loyalty now' are gone because they were meant to push down high loyalty under old system, which decay does now.
 
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Looks promising. What is the Enforce Union CB on Poland all about? Any details on the circumstances or is it simply random?

It's an event, so simply random.
 
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Have you fixed the call diet? In 1.14 it was not what you promised in your ads a.k.a. dev diaries.

Fleshing out Call Diet will not be in 1.15 as we would have to delay the patch significantly to make time for it.

Development diaries are not ads and there is no guarantee that anything in a dev diary will make it to release, this is why we publish full feature lists for our expansions, so you know what you're buying. That said, we're going to try and schedule the diaries better so we can be more confident about their contents.
 
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While I do not agree that dev diaries are adds I will say that I am disappointed that building light ships from the army screan does not send them to protect trade with the rest of them. Which I believe was EXPLICITLY stated they would do. That may be really hard to code in but I'm still rattled.

If they don't it's a bug. Please bug report.
 
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I've told QA about this, it seems it's likely already fixed in 1.15 but we'll double check.
 
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That trade ships don't merge or that the Kalmar Union has been changed to having only started in 1444?

Trade ships. Subject relations being standardized to a 1444 start date is WAD.
 
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Wizzington

Game Director (Victoria 3)
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Trust below 50 slowly recovers to 50, with faster recovery if relations are good.
 
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Wizzington

Game Director (Victoria 3)
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Does this mean that we could, for example, give a recently conquered tax rich province to the clergy, then raise autonomy for reduced revolt risk and have it not affect the tax income at all? This seems like a good mechanic if so.

Correct.
 
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Wizzington

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Tribes will not have +100% manpower under the new system, the modifiers were adjusted.
 
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Wizzington

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Will 1.15 also contain the addtional 10 or so RNW tiles you were trying to release in the initial 1.14 patch? I also remember one dev saying that eventually we would get more options to customize our flag. I'd be more than happy to wait a bit more for 1.15 if it truly makes the game a round experience again.

No new RNW tiles in 1.15 as we haven't had the content design resources for it.
 
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Wizzington

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Thanks for answering. Is there a chance that maybe you will add popular community tiles or so into the base game later on? Imho it feels like the RNW is a great way to interact more with the mod community.

It's definitely something we'll be looking into, yes (assuming of course that the makers of those tiles are OK with it).
 
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