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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 a few more free goodies that will be coming in the 1.14 patch.


Ironman and Achievements Rework
A much requested feature since the release of EU4 has been the ability to use Ironman along with mods, which hasn't been generally possible due to the fact that Ironman acted as a test for whether you were playing an unmodified game, and thus whether you could get achievements. In 1.14 we've reworked this so that achievements and ironman have been decoupled, and playing ironman is always possible regardless of what mods you might be running. Ironman will still be required for achievements, and you'll still only get achievements if you are playing an unmodified game. To make the way ironman works a bit clearer, we've also reworked the interface so that instead of checking an 'Ironman' box before starting your game, you are now presented with the choice of playing Ironman when you click the 'Play' button for a new game. Clicking 'Play' will pop up a window that asks you whether you want to play Ironman or not, and explains the difference between Ironman and not-Ironman. It will also show you whether your game qualifies for achievements, and if not, why not. We're also planning to add an achievements browser in-game that lets you see which achievements you qualify for in the particular game you are playing, and what trigger conditions you need to satisfy to unlock them. No more wiki-browsing and guesswork required!


Capital Development Discount
A criticism of the new Development system we've heard quite often from players is that development ends up unrealistic, with the richest provinces in the world being wherever a one-province state happens to reside, as said state can spend a great number of points improving its one province, while the capitals of great empires end up as backwaters due to their need to spread out their points over said empire. We do not entirely consider this to be a problem, as the very purpose of the development feature is to let states grow in power, but agree that the importance of cities such as Paris and Constantinople should be recognized. As such, we've reworked the development cost reduction for your capital province. Instead of being a flat -10%, it is now based on your country's total development, reducing costs by 5% per 100 total development down to a max of -50%. To prevent this from resulting in players moving their capital around to each province they're developing in turn, we've also made it so that the cost for moving your capital increases the more total development your country has, up to a maximum cost of 700 admin points. We're also looking at ways to address the situation where for example, Scotland ends up exiled on the Shetland Isles and turns them into an implausible sprawling metropolis, so stay tuned.

oJ6bj7P.png


Revanchism
In EU4, a common problem for countries is ending up in a negative cycle, or 'death spiral'. What we mean by this is that a country gets attacked, has its armies wiped out and loses territory. Afterwards, it takes them a long time to regaintheir manpower and armies, during which neighbours will pounce or rebels rise up, and they never quite recover. As a way to try and address this and give countries a chance to rebound, we've introduced a mechanic we call 'Revanchism'. Revanchism goes from 0-100%, and is gained when a country is defeated in war and stripped of territory, with the amount of revanchism depending on how much was lost. Revanchism increases tax income, fort defense, manpower recovery speed and morale substantially, and lowers unrest and loan interest rates. It ticks down over time, with 100% revanchism (gained from a 100% warscore peace) taking 20 years to be fully lost.

1tHZx9U.png


That's all for today. Next week we'll be talking about the Steppes and the Nomads that inhabit them.
 
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Wizzington

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We plan to keep 1.13 saves compatible, but as always we never guarantee it. Can't discuss dates, but I think you'll have time to complete your campaign.
 
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How long until someone abuses revanchism? I could see someone cycling through token countries to beat up yours, that actually aren't much of a threat to you in the long run, letting one have your territory, then the other, while you expand elsewhere.

If you're willing to give up large tracts of core territory for a temporary modifier I don't think you're playing terribly optimally.
 
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Not entirely sure I like the sound of revanschism. If too strong it will only increase rigidity in the game mechanics, meaning a constant yoyo effect. If properly balanced, maybe okay

It's not meant to make nations unkillable, just not have every decisive defeat be the end of a nation. I think you guys are severely overestimating the effects.
 
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What are the values of bonuses 100% Ravanchivism gives? We can see it gives 50% manpower recovery speed, what about other things? I understand it might change later but I'm just curious what are the values now.

We generally don't give out exact numbers in features that are still being balance tested.
 
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That depends on how temporary and how big the modifier. The +50% manpower recovery from the screen might be worth losing 100% WS of provinces, especially in distant overseas, if you get like a 25% average bonus for 10 years or so. Reconquest CB is a very fast way to regain the territory you lost and you don't get overextension, so in a WC game, where the point will come when you are most limited by OE, this could be exploitable. To see if it's really worth it, we'd need more info on the numbers, of course.

100% of provinces in distant overseas is something like 30-50 provinces.
 
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Lovely yet another barrier to move the capital, 700 points seriously?

Revanchism: yet another clutch for the AI (lucky nation style) that goes well beyond the standard truce timer of 15 years, why would rather see the game development focused at making it better instead of the usual workarounds.

700 adm at 1000+ development. Under what circumstances are you still moving capitals at that point?
 
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It is still too much; moving the capital already had too many restrictions before a potential point’s increase of 350%. A typical sledgehammer balance change.

So how would you fix the problem of the capital development discount being abusable?
 
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Will the game start with 0 revanchism, or will it be historical (and then Byzantium would have high revanchism at the start?)

We're not buffing Byzantium, no.
 
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Excluding overseas development should do the trick.

That does nothing. You can still move it from province to province in your homeland and go nuts on cheap development.
 
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I don't think the capital development discount is going to improve anything. Seems like it will only make it easier for those useless small countries to summon sky metropolises out of nowhere.
You guys seem to have your heart set on having development linked to MP for some reason but can you at least un-hardcode it to allow other values like ducats or manpower?

Did you read the DD? Small countries will actually get LESS development cost reduction than in 1.13.
 
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Yes it does, at least for the people that want to move the capital to another continent won’t be forced to pay up to more 500 adm points because you are trying to prevent current homeland dev exploits. If what you are trying to prevent is development abuse you can do it by skyrocketing evem further the cost of moving the capital in the same continent and not overseas.

Moving your capital to another continent requires you to only have one province at your home continent, I don't think you'll be rocking 1000 total development at that point.
 
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Are there any plans to enable random lucky nations in ironman? I like ironman and going for achievements but seeing the same countries do well every game can get tiring.

You'll be able to play whatever settings you want in Ironman as of 1.14, but achievements will still require historical lucky.
 
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Love the developement changes! It seems like a good solution to me. The achievement UI is gonna be a godsend too.

Question: Will Revanchism be effected by the doubled War Score cost to take provinces from non co-belligerents? For instance, if I seperate peace out an ally for 100% WS, do they get 50% or 100% Revanchism?

50%
 
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Well think again:

Moving the capital in the same continent has always been easy while moving it overseas was always hard and became harder with each patch.For what is worth if this goes through you are greatly increasing the obstacles of moving the capital overseas when you did not have to.

Okay, well, I'm not going to change the design for an extreme edge case exploit of the overseas mechanic. Sorry.
 
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Wizzington

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can't you guys put a saving frequency option? please?
if yearly is too much , then half year. The ironman is just quite unplayable for me.

We're changing Ironman to be quarterly.
 
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You might want to tie it to province war score, and not just any war score then, lest rich players effectively buy revanchism using ducats, forced trade power, etc.

Core province warscore, yes.
 
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As said a few times before, the extra click before playing (Ironman change) will become annoying.

It's like the starting screen they added for CK2. Now when I want a new game I press load and then start a new game, just to avoid it.

It's one click per new campaign started. I think you'll live.
 
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I'd rather we do away with the mana system alltogether and instead do everything we currently do with mana with gold, and the monarch stats of the monarch (and his advisors) increase the effects of the gold spent.

I hope your aim isn't realism because what you've proposed is far less realistic than 'mana'.
 
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