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EU4 Development Diary - 11th February 2016

Hello and Welcome to another development diary for Europa Universalis IV. This time we take a look at a concept that neither we nor you have not been entirely happy with in any previous Paradox game: Espionage.

In the next major patch, we have completely reworked how espionage works. No longer is every spy action done by just sending a diplomat that will perform the action for as long as it is there, but now there is a concept of spy networks.

You now send a diplomat on a mission to a country to build up a spy network. The network can reach up to 100% power, and that power can be used to execute spy actions, such as sow discontent, fabricate claims, etc.

Spy Offense has been renamed to Spy Network Construction, and determines how quickly you build spy networks in another nation.

Spy Defence has been renamed to “Foreign Spy Detection”, and now determine the chance of detecting hostile network buildups and disrupting it. A disrupted network will lose some of its power, and also make it impossible for you continue improving it for a time period.

Performing an action is instant, and as long as you have the power, success is automatic. However, networks that are not actively built will slowly decay.

You can also target other nations networks with counterespionage, to actively reduce their capabilities of their network.

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There are three passive benefits to having a strong spy network in another nation. First of all, if you have the Cossacks expansion and picked the Espionage Ideas, you have access to Study Technology, which is no longer a source of power, but instead a possibility to reduce technology costs by up 30% from having networks in nations ahead of you (the size of the discount depends on how far ahead they are in each tech). Secondly, the new expansion grants up to 20% higher siege ability against nations where you have a spy network. Finally, the new expansion gives you up to 10% less AE in that country.

Of course, all of those scale with the power of the spy network.


Espionage now contains the following actions.

Fabricate Claim: Gives you a claim on an eligible province for a low cost.
Justify Trade Conflict: Gives you a trade conflict CB if conditions are applicable for a low cost.
Support Rebels: Selected rebel faction gets +10% chance to progress towards revolt each month for 5 years for a very high cost. It will also cost a fair amount of cash to support ythe troops.


The following requires the Espionage Ideagroup.

Sow Discontent, applies +3 unrest and reduces legitimacy, republican tradition, devotion or unity for 5 years for a high cost
Infiltrate Administration: Lifts Fog of War over the target country for 5 years for a medium cost.
Sabotage Reputation: -3 diplomatic reputation for 5 years for a medium cost.
Agitate for Liberty: Selected subject has +25 liberty desire that lasts 5 years for a high cost.


There is also four new actions enabled by the new expansion, two of those we’ll tell you about here, two others are for future development diaries.

Sabotage Recruitment: Gives 20% less manpower and Sailor recovery speed for 5 years for a medium cost.
Slander Merchant: Reduces Global Trade Power by 33% for 5 years for a high cost.

Of course actions that require previously expansions will still require those expansions.

Next week we’ll be back with a look at Africa.
 
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Removing one diplomat to be used as spy does not retain the current balance of the game, because sometimes all my diplomats are diplomatting.
I fully agree with you; sometimes I also happen to use all of them simultaneously to fabricate claims or some other thing.
It wasn't meant to be regarded as a serious suggestion, just to point out something.
 
So excited that Africa will get more appeal! I've got high hopes on this!!!

BTW: Spy Network seems a great concept! But I'd suggest that more options would be avaliable. Kill a heir, for instance, could bring some of the CK2 flavor that 'Espionage' misses in EU4 (but giving CB and penalties to the nation who hired the spies). On the same hand, spies could also kill diplomats, reducing diplomat power (a strategy used in many Absolutist Monarchies in Europe before Thirty Year War). And some people already suggested the idea of missonary action, which could also be related to Spy Network efficiency. The possibilities became endless. :)
 
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The change to study technology is a pretty heavy nerf. Right now 1/month/13 years = ~26% tech discount, but could also be applied to non-tech. Only under the most pristine conditions is the new version even competitive.

We'll see if the networks can compensate that enough to make espionage worth picking.
 
Hi ! I like your new dev diary !!! But I have an idea about diplomacy !! Can you create a device in which an alliance would be with several countries and not just two countries ?
 
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Hi ! I like your new dev diary !!! But I have an idea about diplomacy !! Can you create a device in which an alliance would be with several countries and not just two countries ?

You mean like some kind of permanent coalition or league? They should totally add something like that :)
 
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But why shouldn't they feel that way?

You have to look at it from other perspectives as well. Half the time I don't even know what to do with all my diplomats. If you're adamant on decoupling diplomats from spies then you should also reduce their numbers as well, otherwise they'll lose their value long before mid-game.

You said it yourself, often times the missionary is just sitting unused. After a certain a point in the game you just get tired of improving relations with some random nation just to have them do something.

you should look at it when you make large changes like this and think about, why is the diplomat doing the thing in the first place? well, because there was no spy networks or anything like that.

i think it would be more interesting if i could devote multiple spies to one nation if i wanted to, to build the network. diplomats on the other hand handle diplomatic things, stuff that happens in the open. declaring war, proposing marriages and alliances, improving relations, and, the thing that ties them up forever, annexation.

i'm okay with starting with 1 diplomat and 1 spy for duchy-level, with more ways to increase diplomats (ideas, moving to kingdom and empire, being the papal controller, policies, etc), and a couple ways to increase spies (ideas, policies).

alternatively i could be persuaded to be okay with pausing diplomatic actions. the new fabricate claim basically allows this: you build the spy network then fire when you want the claim. i like that. but if i am annexing my diplomats are tied up, and i can't do all these other things that are now important such as building spy networks in neighbors just to be able to fight effectively against them
 
Question: If I assigned new provinces to countries (for example via mod using converter-like method), would saves from old patch be compatible with new patch ?
 
Looking forward to Africa changes, thanks Johann :D
 
The change to study technology is a pretty heavy nerf. Right now 1/month/13 years = ~26% tech discount, but could also be applied to non-tech. Only under the most pristine conditions is the new version even competitive.
...


Give something and nerf it in next patch - that repeats itself at least since a year (frankly I do not remember much how game before AoW looked like).
 
If you assign two spies to the same country (assuming that's possible) Would it just increase the build up of the spy network faster or give two seperate spy networks? Because it would be quite convenient to keep one spy for sabotage acts and another spy for those passive bonuses and information if you're going with the Ledger idea
 
So why do Lithuania have 3 diplomats at this point in the game (look at picture in OP), it's a duchy, right? Did they add an extra base diplomat?
 
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