EU4 - Development Diary - 26th of January 2021

EU4 - Development Diary - 26th of January 2021

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tom025

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Forgot to ask but will there be new unit model for north american natives ?
 
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Are you doing something with colonization and colonial nations overall? Really hope so. Countries colonizing in weird places and colonial nations not converting culture or religion is one of my main problems with the game right now. I would love more 'melting pot' cultures in the Americas.
 
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I just thought of something. if EU5 does use pops, it'd be a pretty terrible series of Events (but necessary to include in the game for historical sensibility) where most native American pops die from smallpox.
 
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Can't help but feel American natives are not a good set of nations to focus development on. It really doesn't sound like a few missions is enough to make natives interesting to play and plenty of the effects won't be noticed by any outside country (someone who doesn't colonize probably won't see any of the changes), but there are bugs and things in need of fixing affecting the whole game.
Even if it was something that has been developed months ago, I just can't take it seriously that for all this time we are told about how cool natives will be with their temporary +5% trade power and production while the game is in a need of a bugfix.
 
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At least the natives have something now. A totemist holy site is cool.
 
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Arthrodira

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I cannot recall if this has been mentioned elsewhere, but the event relating to the NA copper trade reminded me of an old gripe of mine. The Copper mines from the Keweenaw Peninsula of Michigan's Upper Peninsula formed the basis of a long-lived Pre-Columbian copper culture, and were the source of trade routes stretching across much of North America. Indeed there is some evidence suggesting that the copper trade fueled the rise of the city of Cahokia. Much later, when the US started pushing West into Michigan, the Keweenaw mines would lead to a major copper-rush, giving the region the nickname "copper country."

So, my question is, can we fix the province to only produce copper? Even if the province starts uncolonized - it should be forced to produce copper. I would also recommend giving the province a goods produced modifier.

Unrelated, but on the topic of NA trade goods, can we add incense to the possible trade goods for the US southwest, or add it as the starting resource for some provinces? This would represent the Native use of Sagebrush.
 
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MestizoHispano

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Your team gets more lazy! They should do the d.d. they didn't do on their vacation! Lazy!
 
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gronak

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Please make cns culture convert again, or have native culture flip to the new cn culture (like Mexican, American, etc) to show the cultures are blending together
 
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Awesome DD. Keep on these steps.

Probably this would slow down the Colonization of New World and give more interactivity with native nations with more wars between them and European nation to colonize some areas.
 
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Are there any events for the off-chance some adventurous Polynesians arrive in the Americas before Europe?
There would be awesome, like have the ability to cross the Atlantic Ocean before the European and Colonize them hahahahahahah( No i wouldn't do that, but would be fun see Aztec Empire AI on Europe).
 
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Have any events/missions been added to some of the Canadian tribes? Such as the Blackfoot, Cree, Mi'kmaq, and others? Will the Beothuk culture (Newfoundland) be represented as an actual culture, or is it still just represented as 'Cree'? And would it be possible to add in a Metis culture that can develop in Canada? As the culture played a significant part in the history of Western Canada.

Also, is the colonial region of 'Canada' going to be changed? As it doesn't fit historically for it to cover the vast area it currently does. The Canada region would be better represented with at least three colonial regions: Canada (most of Ontario and Quebec), Acadia (New Brunswick, PEI, Nova Scotia), and the Hudson's Bay which is all lands west of James Bay (roughly). Newfoundland should either be in the Canada region, or made into its own region, as it was a separate colony until around WWII.

If you do split the regions up, it is important to keep in mind that within the Hudson's Bay area there was almost no permanent settlements (except for the Red River area by the Metis) until the mid to late 1800's. Instead the Prairies area was the territory of the Hudson's Bay Company (and North West Company for a while), with most 'settlement' being done in the form of fur trading forts, with minimal population of Europeans. Not to mention the fact that the Canadian Government had to arrange treaties with the Indigenous people to allow settlement westward in the late 1800's. It would be great if you guys added a mechanic to reflect HBC trading forts, the lack of western settlements in western Canada, and the agreements the British had signed prohibiting westward settlement without the agreement of the tribes living there.
 
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There would be awesome, like have the ability to cross the Atlantic Ocean before the European and Colonize them hahahahahahah( No i wouldn't do that, but would be fun see Aztec Empire AI on Europe).
I would do that, sounds awesome as long as the pre-requisites are somewhat challening for the player... wouldnt mind an achievement on that.
 
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have native culture flip to the new cn culture (like Mexican, American, etc) to show the cultures are blending together

This would make more sense historically. I would have colonial cultures target not only the European culture, but the "local" native cultures in the region.
 
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Sidolowka

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So, my question is, can we fix the province to only produce copper. Even if the province starts uncolonized - it should be forced to produce copper. I would also recommend giving the province a goods produced modifier.
This is already a thing for Newfoundland (all three provinces have a 100% chance of spawning fish, and will get +2 goods produced until the end of the game), so I don't see why not.
 
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Can't help but feel American natives are not a good set of nations to focus development on. It really doesn't sound like a few missions is enough to make natives interesting to play and plenty of the effects won't be noticed by any outside country (someone who doesn't colonize probably won't see any of the changes), but there are bugs and things in need of fixing affecting the whole game.
Even if it was something that has been developed months ago, I just can't take it seriously that for all this time we are told about how cool natives will be with their temporary +5% trade power and production while the game is in a need of a bugfix.
Skingrado (the writer of this dev diary) is a content designer, meaning he doesn't know how to bugfix, only design missions and the like.
 

wkscrombie

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@skingrado @Aldaron Cool stuff! I've still been hungering for more tags in and some geographical improvements to the Pacific Northwest, though. Might you take another look there to add more provinces and some impassable terrain to represent the Cascade and Coast mountain ranges? The Coast range by itself is equal to the Appalachians, and the Cascades far exceed it, but only the Appalachians have impassable terrain. And the West Coast as a whole is still depressingly lacking in province number, as well as natural harbors and estuaries (of which there are very, very many IRL).
 
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wkscrombie

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I cannot recall if this has been mentioned elsewhere, but the event relating to the NA copper trade reminded me of an old gripe of mine. The Copper mines from the Keweenaw Peninsula of Michigan's Upper Peninsula formed the basis of a long-lived Pre-Columbian copper culture, and were the source of trade routes stretching across much of North America. Indeed there is some evidence suggesting that the copper trade fueled the rise of the city of Cahokia. Much later, when the US started pushing West into Michigan, the Keweenaw mines would lead to a major copper-rush, giving the region the nickname "copper country."

So, my question is, can we fix the province to only produce copper. Even if the province starts uncolonized - it should be forced to produce copper. I would also recommend giving the province a goods produced modifier.

Unrelated, but on the topic of NA trade goods, can we add incense to the possible trade goods for the US southwest, or add it as the starting resource for some provinces? This would represent the Native use of Sagebrush.
This would be great-- maybe an event spawning copper in the province and giving it a decent goods produced bonus, like that one copper mine in Scandinavia. Dunno about sage brush, though. It grows pretty much everywhere, so it wouldn't make for much of a trade good when you can just wander around and gather an armful in two minutes.
 
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Please make cns culture convert again, or have native culture flip to the new cn culture (like Mexican, American, etc) to show the cultures are blending together
That'd be cool to an extent, though I think having provinces that were directly conquered from native tags remain with the native cultures unless actively converted makes the most sense. It'd almost represent reservations.
 

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@skingrado @Aldaron While I'm at it, it'd be really cool (and I imagine not at all difficult to implement) to add a province modifier to Crater Lake, which is both one of North America's greatest natural wonders and a place of no little significance in the religions of the region's native tribes.
 
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