EU4 - Development Diary - 29th of September 2020

EU4 - Development Diary - 29th of September 2020

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noldorin

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* Looting Speed
* Horde Unity
* Raze Power

These should be in the horde idea group
 
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I hope you will give that another balance pass as you give exactly those governments another source of +10% morale which already have more morale through government reforms creating a pretty big morale gap between republics or now theocraties and things like monarchies
 
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Which set would be used by the various Tribal government types out there? Is it a mix and match, with AQ/QQ/Arabians using Horde, Tribal Monarchies using Aristo, and Siberians using Indigenous?
 
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How about adding cav to inf ratio in horde ideas? So that also non tengri hordes can use cavalry.
The only amount of cav to inf that makes cavalry useable is 100% in my opinion.
 
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Sounds awesome! Looking forward what the new team brings to the table.

Btw, any chance Sich Rada might also pick the new Horde Ideas? After all they are hard to form and it would be a cool reward to be able to pick those ideas.
 
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Please be adding Lollardism! Please add Lollardism! Please add Lollardism! Please add Lollardism! Please add Lollardism! Please add Lollardism! Please add Lollardism!

I am excited to see what the new heresy will be. Is it a heresy as in how current waldenisianism (s?) works in game, or a heresy as in current hussars? Ie, a stand a,one religion?
 
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Since each government gets different idea groups, does that mean we can hope that they each gets their own "estate-like" mechanics? Republican factions are meh, and hordes currently only have one estate.
 
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* Looting Speed
* Horde Unity
* Raze Power

These should be in the horde idea group
Really? Looting speed seems wholly unecessary, and Horde Unity is not that much of an issue i my opinion - perhaps more of a multiplayer issue.
Use that stronger, cheaper cavalry to loot instead.

Extra razing power though would be really, really powerful.
 
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Please be adding Lollardism! Please add Lollardism! Please add Lollardism! Please add Lollardism! Please add Lollardism! Please add Lollardism! Please add Lollardism!

I am excited to see what the new heresy will be. Is it a heresy as in how current waldenisianism (s?) works in game, or a heresy as in current hussars? Ie, a stand a,one religion?
The CK2 converter does offerLollard (quite a bad religion there) and it wasnt really said that it's a Christian heresy, has it? :p

I personally hope for something more interesting.
 
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So what's the point not to be a theocracy now? They will basically all have Elan and semi musketeers.
Beautiful on the paper, but in a balance perspective I'm afraid that once again it missing the point.

You better nerf no brainer combos instead and enhance monarchies reforms.
 
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Really? Looting speed seems wholly unecessary, and Horde Unity is not that much of an issue i my opinion - perhaps more of a multiplayer issue.
Use that stronger, cheaper cavalry to loot instead.

Extra razing power though would be really, really powerful.
Horde unity is a big issue for the AI as it doesn't know that it should be fighting endlessly, nor it can do that. Therefore I'd say that throwing something like 0.5 or 1 HU in the idea set would be useful so that horde AIs don't get stuck with low HU forever and die to rebels.
 
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Gosh the horde ideas are powerful as all hell! The divine ideas seem like a pretty good 7th or 8th choice. Tribal... I guess you might as well pick them up for the reformprogress but I'm not sold.
 
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When it comes to policies, these idea groups will be considered as aristocracy. Next week I’m back to talk a lot about some important balance changes we have been doing, with galleys, marines and other important things.
Since you are doing balance changes maybe it would be nice if it wasn't so that some idea groups like quality/quantity/offensive vastly outclass the rest.

Plutocratic for example is very weak, a meager 2.5% discipline only for merceneries. It would be better if it gave like 10% discipline only for mercenaries, maybe 5% at start and 5% upon completion, and make the standard "+ Discipline" not apply to mercenaries. Then there would be a reason to not choose one of the 3 main ones. Maritime is also weak.

Also sad that the only policy which buffs galleys is maritime/quantity, if you are a small maritime nation (honestly the only case where anyone would contemplate maritime), then I doubt you would need quantity?

Also it would be better if a cavalry-only army is slight faster then infantry (10%? 20%?) on flat terrain, instead of hard-coding a speed bonus for hordes. Even in hoi4 cavalry is faster.
 
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Gosh the horde ideas are powerful as all hell! The divine ideas seem like a pretty good 7th or 8th choice. Tribal... I guess you might as well pick them up for the reformprogress but I'm not sold.
Fire damage, morale, unrest reduction and manpower? That is in my opinion a lot better than the 7th idea.

Since you are doing balance changes maybe it would be nice if it wasn't so that some idea groups like quality/quantity/offensive vastly outclass the rest.

Plutocratic for example is very weak, a meager 2.5% discipline only for merceneries. It would be better if it gave like 10% discipline only for mercenaries, maybe 5% at start and 5% upon completion, and make the standard "+ Discipline" not apply to mercenaries. Then there would be a reason to not choose one of the 3 main ones. Maritime is also weak.
Plutocratic is very weak??
You noticed that there is also +10% morale in there? And you really want to give it +10% discipline too? In addition to unrest reduction and goods produced? Who would ever take defensive over plutocratic with your changes?

If that is very weak then what is aristocratic?
 
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I'm torn on the horde idea. Caravan power is useless, additional culture slots and 25% religious unity are redundant because as horde you should go for humanist anyway. The rest look goods. But you also need to consider what you are losing by not picking aristocratic: 1 diplomat,-1% AT loss, +1 siege pip, +1 leader and +33% manpower. These are not insignificant loses for Hordes and, again, I'm not sure if they make up for the additional +25% CCA and -23% Cavalry Cost.

I also don't see the point in going for devotion. 20% leader is bad on it's own (yay 10 MIL saved every once in a while) and,even if you were to stack it with the -50% from max professionalism, the savings come too late to be meaningful. Damage taken is also quite weak on its own and being minus fire means that you will only be able to make good use of it in the lategame anyway. 10% morale is nice but isn't enough to justify a whole slot (let's not forget that the reason why defensive is strong is because the morale comes early and you also get +2 maneuver. Divine on the other hand has its 10% coming quite late.)+1 Devotion is a wastes as you should always have high or perfect devotion. The 10% culture/religious conversion savings are nice and complement religious pretty well. And that's it, really. This group isn't worth the slot at all. Not only nothing stands out but it also offers nothing unique, it is a support slot that fails to provide any meaningful support.

The indigenous slot is just... why? Why would I ever want to keep it after reforming? The only good thing there os -20% WS, but diplo gives you the same mod and is a top tier idea group.
 
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  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
Also @Johan i suggested back in a while to allow Confucian nation to culture convert thru harmonized religions. The other thing that i suggested is Chinese generic missions that would be shared betwin Ming (Ming revolters), Mongols and Manchus (Jurichen tribes).
And do not forget Tengri syncretic faith while we're at it.
 
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