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EU4 - Development Diary - 18th of August 2016

Good afternoon. It's Thursday and that means we in the EU4 team are being shaken down for Dev Diaries. With Johan cooking something up for you all at Gamescom, I'm back in the saddle to bring you another taster of what's to come in our upcoming [name-leak patched] expansion.

Fetishists were introduced lately, diversifying the Pagan religions by having a tailor-made African variant. While they have some purposed African events, the religion was left without its own mechanics, leaving it looking at its religious brothers with envious eyes.

No longer! As a feature in the upcoming expansion, Fetishist nations will have a choice of Cult granting them bonuses and unique events. Where in Africa you start will determine the Cults which are available to you, giving Central Africans a different starting Cult selection from, say, the West Africans

eu4_2.png


"Starting" Cult selection you say? Yes. The mechanic will look similar for those of you who enjoy some Hindu campaigns but our Fetishist friends can add some extra tools to their belt as they forge their destinies.

Each Fetishist nation will start with 3 Cults available to them, which can be chosen from by each new ruler. Additional Cults can be unlocked through interaction with other faith groups. Through fighting, bordering with alliance or ownership of heathen land, you can unlock additional cults based on that faith. Each monarch can choose one Cult to worship, granting a national bonus and unlocking events for that cult.

eu4_3.png


Last I counted, there are 17 in total If you've been putting off that Victorian Three achievement run, 1.18 is the patch to go for it. Fetishist Cults, along with the Coptic Holy Sites mentioned before, are paid features in the upcoming expansion which will be released alongside the 1.18 free patch.

Between the changes in the throne room, the religious mechanics, Great Powers, Traits, Personalities and tech overhaul, you could be forgiven for thinking we have run out of things to reveal about the upcoming expansion and patch. You would still be far from the truth though. We'll be back with another Dev Diary next week to talk not just about what you can do for your subjects, but what your subjects can do for you.
 
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Can we please get portraits for our generals, admirals, and rulers?
While I would love to see that considering how long it has taken them to get portaits for all cultures in CK2 I'm not so sure I think it's a great idea.
 
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As interesting as Zoroastrianism is I wouldn't hold my breath for a grand Zoroastrian mechanic. Religions that have states following them or exist in more than one province will always take precedent.
There are some flavor events here and there related to Zoroastrians or Parsis though.

Would it be a reasonable compromise to give them features from other religions, similar to Norse/Hindu (Jewish holy sites mechanic would be fun, for example, I think?).
 
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Would it be a reasonable compromise to give them features from other religions, similar to Norse/Hindu (Jewish holy sites mechanic would be fun, for example, I think?).
Jews and zoroastrians could use a common mechanic: they're both proto monotheistic beliefs, more or less centred around the good God(Yahveh and Ahura Mazda) and some sort of evil spirit(the devil and Angra Mainyu), and both need their religious centres to function properly(i.e. Jerusalem for jews and Yazd for zoroastrians).
 
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There are no countries in Oceania. Though I think it would be a cool idea to add Aboriginals in Australia and New Zealand. The Maori are a good example in New Zealand.
Though I Agree that Oceania could be given a country or two, neither New Zealand or Australia are deserving of a nation at this early stage. The Aborigines would be dismissed as savages four hundred years later, not having managed to begin agriculture. The Australians would take their land using the Terra Nullis doctrine by force of Arms.

The Maori at the start have only just wiped out the Moa, which would cause a significant fall in population. Maori would not be unified in any significant way until they began fighting over their remaining resources, and more significantly when the British arrived and considered them a single unit of "Natives". I would say that they would be considered an OPM tribal at best, but even that would be generous. However, an Event that spawned a Maori nation on NZ in the last 20 years of the game as a tribal OPM would be accurate.

Not so good on Pacific Islands, but Tonga and Hawaii are the two that might deserve a Nation that I know of. Anyone know Hawaiian or Tongan History?
 
Right, I'm feeling a good bit better now, let's crack the knuckles and answer some of the questions here.

Looks awesome! More flavor for Africa.

When is Johan's great revelation planned? :)

Approximately yesterday.

Also is it correctly understood that cults gets cleared when your ruler dies? I.e. you always only have have one?

Unlocked Cults are unlocked for your nation forever. When your ruler dies, you are able to re-select which Cult you worship.

I wonder about the geographical nature of these cults: Will some cults only unlock once you hold certain regions or (sub)continents?
And will some be tied to culture groups within your empire?

Interesting stuff.

It depends on the religion of provinces and nations you border/fight/own. West Africans will likely very quickly unlock the Muslim Cult due to neighbouring and fighting the Sunnis, or from taking their land. Good luck making your way to getting the Jewish or Zorasrian Cult.

If I counted it correctly - this "still unrevealed expansion" would be so massive that prize will be definitelly more than 15€...

I'll take this opportunity to echo that this will be a $20 expansion.

@DDRJake , does the colored mini-map means we got some UI enhancements in that department or was it specifically done to illustrate the points in this DD?

Oh I wonder...

If you unlock a cult, does your country keep access to it forever, even if your situation changes? I.E. if Betsimisaraka got driven back from India, would it loose the Eternal Way?

Once unlocked, Cults are yours to pick from forever.

continuing with this, can you please add a lot more information to your subject, or a ledger entry dedicated to subjects? What i mean is, it would be useful to know if my subjects have loans (And how much), what their exact month income is, force limit, manpower, etc without having to hunt through the ledger of every single country. I would just like to know more about my subjects to, for example, help with subsidies and what not.

Interesting feedback.

I'd be alright with more names to draw from for leaders.

By all means post in the Suggestions forum tagging myself and scripting guru @Trin Tragula if you have additional name suggestions for the leader pool.

Jews and zoroastrians could use a common mechanic: they're both proto monotheistic beliefs, more or less centred around the good God(Yahveh and Ahura Mazda) and some sort of evil spirit(the devil and Angra Mainyu), and both need their religious centres to function properly(i.e. Jerusalem for jews and Yazd for zoroastrians).

Zorastrian is unlikely to get more to them other than their decisions. Like Judaism, it's not because we don't want to give them mechanics, but because they are so tiny, isolated and, outside of very fringe cases or Nation Designer, unplayable religions. Yes, Norse got mechanics but, well, Swedish company.

Awsome, can we get some more sample cults?
Can you give us a list of all the cults?

Here are some more

eu4_4.png

What about custom nations outside of Africa?, is there a platypus cult in australia?

This...this has now become top priority.

Platypus.png
 
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Just through looking at their Cults:

I assume Fetishism is supposed to be a tier 3 religion not really meant to carry you through to the late game? Can there possibly be mechanics to convert to Islam (based on the geographical positioning of the Fetishists) so that new players have a better understanding on what they're supposed to do, and old players don't have to rely on silly 0% missionary tricks?
 
Also since this is a thread being about subjects a bit:

In my MP mod I've tried various things to make marches stay up to date with ideas. Including giving them -10% military tech costs, -5% idea costs,-5% tech costs, and lastly even giving them +25% development costs to discourage that. However, no matter what I do it seems the AI will try it's damned hardest to keep developing it's lands falling massively beyond in ideas (up to 15 behind at times!)

Can vassals or at least marches pretty much be hard coded to keep up in ideas/technology first and foremost as it's use of monarch points? Watching march switzerland with +75% dev costs from vassal/MP mod penalty, then another +50% dev costs from mountains STILL putting 10 points of development in a mountain while behind 15 ideas is... well it really discourages people from ever using marches.

(Worth noting is through moding I've gotten the AI to pick mil idea groups 50% of the time at least reasonably well. However, that doesn't seem to be the issue as AI switzerland march never given any land will still have 1 point in economic in the 1500s.)
 
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Just through looking at their Cults:

I assume Fetishism is supposed to be a tier 3 religion not really meant to carry you through to the late game? Can there possibly be mechanics to convert to Islam (based on the geographical positioning of the Fetishists) so that new players have a better understanding on what they're supposed to do, and old players don't have to rely on silly 0% missionary tricks?
Wouldn't the Central Africans be more likely to convert to Christianity like historically?
 
Wouldn't the Central Africans be more likely to convert to Christianity like historically?
Was that voluntarily? And Kongo still gets an event to turn catholic I think.
 
Was that voluntarily? And Kongo still gets an event to turn catholic I think.
No idea whether it was voluntary. Though I doubt the Muslim conversion was 100% voluntary either. And with how large a part of e.g. Nigeria (where the Europeans didn't have direct power until around the game's endtime) is Christian there must have been some degree of voluntariness since otherwise it doesn't make sense that West Africa didn't go Muslim all the way down to the coast. After all European colonies didn't manage to convert Muslims to Christianity elsewhere so why would the West African ones have been successful. Hence why I think, but don't know, that they changed voluntarily. Possibly to stand better with the European coastal forts.
 
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Zorastrian is unlikely to get more to them other than their decisions. Like Judaism, it's not because we don't want to give them mechanics, but because they are so tiny, isolated and, outside of very fringe cases or Nation Designer, unplayable religions.
... Are you hinting a jewish mechanic with that italic? That would be great, especially given jews at least have their own tag in Semien! Repeating myself, the jewish mechanic could easily be transfered to zoroastrians.
 
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While I would love to see that considering how long it has taken them to get portaits for all cultures in CK2 I'm not so sure I think it's a great idea.

You don't need to have anything as detailed as CK2. Just a random image that can re-appear might suffice.
 
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You don't need to have anything as detailed as CK2. Just a random image that can re-appear might suffice.
True you could probably get away with basing it on techgroup rather than culture. Oh and timeframe, early using renaissance and late using yeah whatever the eras is called, the stuff that was during the enlightenment, the french stuff wigs and so on.