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EU4 - Development Diary - 19th of March 2019

Good morning everyone. Today I’ll be shifting the focus from maps to missions. I’ll be offering a retrospective on the history of the mission system, some insight into our design philosophy, and speculating about future mission trees.

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A rather boring selection of missions in patch 1.24

Here we see a relic of the past, the old mission system as seen prior to the 1.25 patch. Practically identical to the mission system of EU3, it was long due for a change. Chief among the reasons for transitioning into a new system was the desire for missions to be impactful and immersive rather than forgettable and generic. While the old system still has a few ardent defenders, we consider the redesign of missions to be a great success both in terms of improving the game and in terms of community reception.

The mission redesign was rolled out in patch 1.25, alongside the release of the Rule Britannia immersion pack. This first round of mission updates was highly experimental. Much of the work involved translating as many of the ‘unique’ old missions as possible into the new system, taking the opportunity to improve many of them and find interesting ways of linking them together to create some semblance of narrative. Examples of this process include the current French, Burgundian, Ottoman, and Swedish trees.

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Burgundy had very few missions prior to 1.25. After translating the old missions into the new system the result didn't feel adequate, so we added a few original missions.

Notably, most of these adapted trees contain only simple ‘Conquer [place]’ style missions. These kinds of missions certainly have a place, but we quickly recognized that we could do so much more with this new system. Cue the impressive English/British mission tree:
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The British mission tree remains one of the largest and most content-heavy trees in the game

The British mission tree is extensive and covers nearly everything you might want to do while playing as England and Great Britain. We simply don’t have the time or resources to make something of this scale for every nation, but it was certainly fitting for Rule Britannia, and opened our eyes to the possibilities both in terms of extent and design.

Mission tree design evolved further over the course of the ‘Mughals’ (Dharma), ‘Poland’, and ‘Spain’ (Golden Century) updates. While we had plenty of unique mission trees in Dharma, we also create a ‘generic Indian’ tree for those nations without them, as well as for players without the Dharma DLC. We found generic missions both inherently more difficult and more time-consuming to design, and less fun to play through than even shorter mission trees that were unique to a country. In the future we’ll be less likely to take this approach, instead adding smaller but more immersive missions for minor nations. Navarra, for instance, received a small but interesting mission tree in the 1.28 ‘Spain’ patch that contained high risk/high reward options for the plucky OPM as well as a colonial branch allows them to bypass the usual restrictions and move their capital to the New World.

So how do we design a mission tree? First we need to establish design goals by asking ourselves some key questions - how large will the tree be? Will it be free or part of a DLC? Will the theme be conquest, colonization, trade, etc? How far to we want to incorporate existing content such as events? I’m currently in the process of drafting a new mission tree for the nation of Burgundy. As an example, some design goals for Burgundy include: a) concerned with elevating rank to kingdom and eventually empire, potentially incorporating a tag switch to Lotharingia, b) interacting with and potentially joining and leading the HRE, and c) clashing with France, possibly through interaction with a restored French vassal swarm (inspired by the League of Public Weal). When we have a clear idea of what we want to achieve, we hit the books and start researching. Research can include not only looking through books, maps, and academic articles, but also reading through community suggestions and seeking inspiration from mods. When we feel like we have a solid set of ideas for missions, we create a first draft. Personally I like to do this with good old pen and paper, but others sometimes use fancy computer software.

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A very messy, confusing, and unimplementable early draft of a new Burgundian mission tree. Yes, I know my handwriting is awful.

Drafts usually have to go through many iterations as we discover that our original plans don’t even fit into the interface, or we need to rethink positioning because we had a great idea for a mission that needs to be squeezed in further up the chain. It’s at this stage that we start to get an idea of how each mission will work mechanically. After all this, it’s finally time for implementation into the game using our scripting language. This can be a time-consuming process - we need to make sure that we always have fallbacks in place in case the player does something unexpected like converting to Shinto as Gujarat, we need to make sure that highlighting functions correctly and is intuitive, and of course we need to iron out as many potential bugs as possible before QA get their hands on it.

What can you expect from the mission trees in the Q4 European update? It should come as no surprise at this point that Burgundy is on the cards. We’re planning to bring a mix of large and small, paid and free missions to nations across our focus areas (Germany, France, Italy, and the Balkans). Some other strong contenders for larger mission trees include France, Austria, and the Papal State. There’s a great deal of space, both historical and fantastical, to create content for these nations, and they’re consistently popular among players. Serbia, Provence, and Saxony are good candidates for mid-sized mission trees, while Ulm and Hesse may receive minor additions.

As always, we’re eager to hear your thoughts on which nations are most deserving of a brand new mission tree, and we welcome your ideas for what kinds of missions these trees could contain. Next week I’ll be taking a break from writing dev diaries. Instead I’ll hand you over to Jake, who’ll be discussing our future ambitions for more mechanical aspects of the game
 
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Still really hoping for a formable Lotharingia! Burgundy has no end goal for a formable, and Lotharingia fits really nicely into place when used. Looking forward to whats planned for Burgundy!
 
Development should also be timescaled as opposed to instant. You can literally pause the game and turn a backwater province into a populated metropolis in a day.

Development has potential but it is rather arcade-like at the moment.

Maybe have a general development level which would be population and it can be broken down into rural, urban, and military. raw materials are attached to rural development while production goods are attached to urban.

There can be a minimum for rural so as to represent food security. You can trade some of these for military for temporary penalties to represent feudal conscription and to encourage mercenary use until the time of standing armies once agricultural technology is sufficiently advanced.

Each estate allows for different development minimums. Nobles would prefer more peasants working the lands while burghers would prefer higher urban development minimum to represent business and trade. Clergy would be balanced but higher penalties to convert into military development.

Alternatively if possible, estates should compete with each other in terms of pie chart % over influence in a province.
 
It just doesn't work with the EU. This is such a waste of time. You can not make an "immersive" mission tree for all countries for an almost 400-year timeline game.
Old dynamic mission just works! You just needed to add more different types of missions or giving other nations could give others missions. E.G. My overlord ordered me to give them X gold in X months if I make this we're getting X prestige. Something like these.
 
Missions add nice depth, but they have a huge downside that's the same as in HOI4: they increase the learning curve and threshold you need to play nations effectively. Before you can play countries like England well, in addition to mastering all its mechanics, you also have to memorize its mission tree and know what to prioritize. You have to adapt your playstyle around them and can feel very gamey and arbitrary (like the mission that gives you claims over Ireland + Scotland). I don't know how to solve this, but I really wish they were more intuitive and easier to follow.
That's because the England one is to powerful, espeically when gamed (what you call 'playing efficiently') the mission trees should be more like mini tutorials, jumping off points. They should not be superpowerful tools for already skilled players.
 
So any chance for some missions for Lübeck?
I was hoping they'd totally redo the trade league system and make Mediterranean merchant republics and hanseatic cities different from one another (as they were). Perhaps even have a mechanic for unifying the Hansa.

Oh and Westphalian should be low Saxon (see my signature).
 
Cavalries really needs an update. I think we need more specific estate. ( Example Timarriots, Qizilbash, Mamluk etc. ) And more specific goverment reform. And more special unit. ( example sweden rajtars, ottoman spahies etc. ). new restore nations ( western roman empire, seljuks empire etc. ). Steppe nomads need more estate.
 
  • Will Sweden get tanks in Q4 update? Just kidding but what will Sweden get in European expansion?
  • One improvement about mission trees: When you join hre you should get hre missions, when you leave hre you should loose them.
  • What I already wrote somewhere: ability to see subjects' mission trees to help them completing it (when I have prov. X and subject needs prov. X to accomplish mission)
  • More missions that don't focus on conquest would be nice. I know adding "conquer x' are the easiest missions to do but nations that already have many conquest missions would be great if they'd get more non conquest focusing missions only
  • More universal mission icons so they can be reused when modders add new missions
  • English mission tree is indeed quite full, I would love to see similar mission amount and quality in "the big" countries 4 ex. France, Bohemia, Austria, Netherlands, Prussia, Hungary, Poland, Burgundy (but this one's already getting more love).
  • What about more permament modifiers like +3 max states in Lithuania mission tree? More permament modifiers sound like better rewarded chalange for forming another tags.
 
I see you put the feast of pheasant in the misson tree very cool. for the reference: https://en.wikipedia.org/wiki/Feast_of_the_Pheasant This was a lavish party thrown by the burgundian duke to convince the nobility to wage a crusade against the Turks. very interesting

does this mean we can expect a Burgundian crusade ? DEUS VULT my brethren

I'm impressed that you deciphered my handwriting :p. I've got a few ideas about how that mission could play out but nothing concrete that I can share yet.

Also, are there any plans to implement mutually exclusive paths in either mission design or by simply adding a usable visual indicator in mission trees similar to the mutually exclusive indicator in HOI4 focus trees?

No, that's not part of the way we design missions. Our mission trees are something deliberately distinct from HoI focus trees. The design philosophy is to avoid exclusivity and missions that can't be completed even if you do crazy things with your nation.
 
How about some new ideas for Germany as a whole? Let it have its own unique NIs please :)
 
How about some new ideas for Germany as a whole? Let it have its own unique NIs please :)
Why? The nature of Germany should be very dependent on who forms it. A germany formed by one of the hanseatic cities (or by the hansa if a formable hansa is implemented) or by say westphalen would be a very diffrent beast from the one which was formed by Brandenburg-Prussia in reality. Heck I would argue that the neatherlands should be able to form Germany, up until the low countries end up under Burgundian rule I would argue there is little real reason to see the dutch as separate from the Rheinland germans, of course in 1444 that has happened but it hasn't been the case for very long. It's really the 80 years war which separates the dutch from the Germans significantly.

I even made a mod for Vic2 where the netherlands can form Germany there.
 
Would love a reworked mission tree for Burgundy.
Forming the Netherlands was kind of an emergency decision.
Historically Charles the Bold wanted an independent kingdon between France and the HRE.
Granted reforming France since the house of Valois-Burgundy has a claim is neat.
Forming the Netherlands... well, it offers you much, but I just feel the mission tree lacks depth.
 
I really like the new mission system. But I hope all major powers will get the Great Britain treatment!

Also, one vote for Monastic Orders to get specific and lavish mission trees as well :D
 
Greetings from Germany
Google translator is my friend
So first I wanted to say that I love their games and have followed all developer diaries for a long time. But now I have to make sure that Brandenburg-Prussia is one of the big ones and not middle-class countries like Saxony then I would have to repeat the war from 1674-1679 ^^
 
What I already wrote somewhere: ability to see subjects' mission trees to help them completing it (when I have prov. X and subject needs prov. X to accomplish mission)
That's a really cool idea, also a lot of missions have the preequisite of independence. Oh and wars because a vassals claims should not allow you to take provinces for yourself unless you can claims on those provinces. If you want to use you vassals claims you should be forced to actually feed your gains to your vassal.

Greetings from Germany
Google translator is my friend
So first I wanted to say that I love their games and have followed all developer diaries for a long time. But now I have to make sure that Brandenburg-Prussia is one of the big ones and not middle-class countries like Saxony then I would have to repeat the war from 1674-1679 ^^
Brandenburg-Prussia has already gotten a patch dedicated entirely to it, pre' Brandenburg-Prussia' Prussia also got affected in the recent Poland update.
And while Prussia was larger than Saxony at the end of the game Prussia did spend most of this era as a mid tier power (heck in 1444 Brandenburg was a impoverished backwater, only excellent management b the Hohenzollerns allowed it to grow in wealth and influence) and even at the end it was still just a regional one.
When they said they'd decided to make a patch including Germany, I said "don't make it all about Brandenburg-Prussia again".
 
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I was hoping they'd totally redo the trade league system and make Mediterranean merchant republics and hanseatic cities different from one another (as they were). Perhaps even have a mechanic for unifying the Hansa.

Oh and Westphalian should be low Saxon (see my signature).
God. I'd like in Q4 Europe update that not only, European main powers would be respected, but also that trading would be entirely reworked. There is so much things to do with it.
Basically we need a full "sea" update, European overall update, and trading update. This Q4update will be awesome but i hope its not forgeting anything. Waiting a full year to see no evolution of naval warfare, trade mechanics, trade links with politics, and European update outside from "just adding a few provinces", would be a "Farewell EUIV" for me.

Ho, and i want to be able to build tall. Just like Belgium or Austria did… Afterr 1821
 
When we have a clear idea of what we want to achieve, we hit the books and start researching. Research can include not only looking through books, maps, and academic articles, but also reading through community suggestions and seeking inspiration from mods

It is fantastic that the Developer team is also seeking inspiration from the community. I hope that it will result in much better content and both sides being satisfied with the outcome :)
 
As others before me, I think that the old mission system had its flaws : some "meh" missions or sometimes irrelevant or not interesting. But it also adapted, could guide you to ally a rival of a rival etc
The new mission tree is more adapted to its country so it fits well but on the other hand, it kinda forces you to avoid "very unusual moves", giving you a slight railroading feeling which is unfortunate to me. Also, the fact that the tree has an end is a minor flaw to current system.