EU4 - Dev Diary - November 19th 2015

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Wizzington

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Hello everyone and welcome back to yet another development diary for Europa Universalis 4. Today we'll be talking about some free features and changes coming in the 1.14 patch that will be accompanying the Cossacks expansion.


Colonial Trade Goods Rework (Free Feature)
As anyone who's ever done extensive colonization knows, it can be a bit hard to predict just what sort of trade goods you will get in your colonies, particularly if you're playing in a Random New World. Sure, you might be able to guess that your Canadian colonists aren't going to be working in sugar plantations, but what's the chance of getting fur versus naval supplies, and where do you have a shot at that elusive gold? With the free rework of colonial trade goods coming in 1.14, you'll now be able to easily find out. Instead of events that fire when a colony's population hits 400, this is now instead a series of weights that are scripted into the trade goods themselves, and which can be viewed in-game by hovering over 'Unknown' trade goods in the province interface or the Trade Goods mapmode, allowing you see the precise chance of a future colony of yours producing that particular goods that you desire.
kFtl7rb.png


Cultural Unions (Free Feature)
Another mechanic that has always been rather opaque to players is the Cultural Union mechanic, whereby certain nations (such as France) will always accept all cultures of the same culture group. This has also received a rework in 1.14, by decoupling it from tags and instead making it so that Cultural Union status is something you achieve when your nation grows powerful enough to be able to lay claim to such status - either by achieving Empire rank (if you have Common Sense) or by having 1000 total development (if you do not have Common Sense).
ssz6U8W.png


Prevent Nation Ruining (Free Feature)
If you've ever played EU4 multiplayer competetively, you know that it can sometimes get rather emotional. People may not react well to being backstabbed or losing a war, and some of them will proceed to make rather hasty, emotional decisions because they conclude that they have lost the game, which they then come to regret once tempers have cooled. To help MP game hosts deal with this problem, we've added a new option called 'Prevent Nation Ruining' for multiplayer (default off). If enabled, this option prevents players who have recently lost a war where they were forced to give up core territory from ruining their nation by blocking the following:
- Truce breaking
- Selling cores
- Manually taking loans
- Releasing vassals
- Creating client states in cored provinces
- Accepting rebel demands with <50% progress
- Releasing colonial nations
- Giving money to other players

This block lasts for the duration of the truce.


As a final bonus, here's a screenshot of the in-game Achievement Browser, which was covered (but not screenshotted, as the art for it was not done) in an earlier DD. When playing a game where achievements are enabled, it lets you view all achievements you are eligible for, and your progress towards completing them.
pPpHu6R.png


That's all for today! Next week we'll be going more in-depth into the Random New World rework coming for owners of Conquest of Paradise in the 1.14 patch.
 
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Cool! Do you get any newer advantages from creating "classical" cultural union tags, such as Italy or Germany?

No, the old cultural union system is entirely replaced.

Firstly, half the achievements in that screenshot have the wrong image.

Secondly, the new cultural union idea is interesting, but does it mean France no longer starts as a union since I don't believe it's empire rank?

You're right, will fix the images and update the OP.

Right, France is not a union in 1444.
 
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Wizzington

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Also, does this means that all culture groups can potentially have more than one CU tag?

It's not really tag based anymore... but yes, there can be multiple countries with the same culture group that all count as a culture union.
 
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For the achievement screen: will it also show achievements I already obtained in previous games? (e.g. will I have there the royal marriage in every game I start already ticked off?)

It shows achievements you either completed in that campaign or can complete in that campaign. Previously completed ones are not shown.
 
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Looking good!

I don't understand nation ruining though, why would screwing your country even more be interesting because you get emotional and think you have lost? :p

This may come as a shock, but human beings are not very rational.
 
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How does the random new world affect the way that resources are generated in colonies? Are there any new resources that might show up?

Uses somewhat different weights more focused on climate and terrain. There are no resources unique to RNW.
 
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Wizzington

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Updated the achievement browser screenshot.
 
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With regards to Culture Union, will there be an effect for that that can potentially be used in events, decisions, etc to give or remove culture union from a tag?

As I said, this fully replaces old system, so no.
 
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Wizzington

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Wizzington

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The nation ruining option has absolutely nothing to do with realism and that should have been very clear from the DD.
 
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Wizzington

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My big take away is that France got it's knees destroyed by the Nerf bat. Cool.

You're absolutely right. They get 15% less tax in 4 of their provincess, so they're basically on par with Nagaur now.
 
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Trin Tragula

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Are new random trade goods moddable? To which extend: only climate/terrain? Or regions / provinces will be considered as well?
And I hope that custom trade goods can be still incorporated.

Any trigger can be used :)
The new weights rely more on terrain and climate than the old ones did but that's by choice, not a limitation of the system.
 
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But there will still be limitations regarding region/area, right?
For example, a Central-America-like region will not get Wine/Tea like a La Plata-like region, or Tropical Wood like a Brazil-like region?

Yes areas and regions are also being used.
For the RNW to work properly the trade goods cannot rely entirely on such weights though :) Some weights are also exclusive to the random new world or the historical americas.

There are also some new things. A colonizing Chinese state may for instance end up with tea provinces if the climate/terrain is right :)
 
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