- Feb 6, 2019
I am very excited to see some naval changes to hopefully balance that out better than the current deathstack of heavies etc. I am curious though with the separation of Admirals and Generals, what will determine the actual limit for each? Will those limits stay equal per your total of allowed leaders or change at all?Welcome to another Europa Universalis IV development diary. Today we’ll talk about some major game-balance changes that we are doing regarding the naval game in 1.31.
I’m not really all that great at writing long detailed development diaries, but as this one is filled with gamebalance changes, I hope you can bear with me.
First of all, we have changed the amount of Sailors you get from each development from 30 sailors to 60. This will make the amount of sailors you get scale better through the ages.
Secondly we also change the amount of sailors each ship requires, and to make them require more sailors for more advanced models. Galleys now go from 60 sailors to 180 sailors for an Archipelago Frigate, while a Three Decker will require 900 sailors.
We also made galleys more powerful in combat, by reducing their default engagement width to 0.5 instead of 1.
Speaking of naval engagement width, it now starts at 5-25 depending on tech at start, and goes all the way up to 75 at the end of the game, scaling more like land combat does. At the same time, we reduced the naval engagement width by 20% in coastal sea zones.
Two other aspects that changes by technology as well for the naval game is maintenance, which will increase over time just like it does for amies as you advance through technology, and most importantly that more advanced ships will become far faster, with the most advanced ships being 50% faster than the earliest model of the same type. Galleys however, only increase speed by 25%.
All of these fixes are there to make the naval game have more of a natural progress in quality and cost that is not just more guns on a new ship.
One other thing that will make you happy is that we changed the support mechanics for leaders, so now there is one pool for naval leaders and one for land leaders. If you have more than you can support in naval leaders it will now cost you diplomatic power and if you have more than you can support in land leaders, then it will cost you military power as all leaders did before. This will give you more leaders overall, and make it possible for you to have naval leaders as well.
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Another change we are doing is making your naval power matter as much as your army power when it comes to the Liberty Desire of your overseas subjects. So if you don’t have a strong fleet your colonial nations will definitely start considering independence.
We introduced marines with 1.30, but they were a bit too weak and situational, so they are getting one major change in that their penalty has been changed from +25% shock damage taken to only +10% shock damage taken. We also increased the amount you get from naval ideas from +5% to 10%.
Finally, we also made it impossible for nations to slave raid on any territory that they have a truce with, so now you can actually protect yourself efficiently against the raiders.
Next week Groogy will take you through why hedgehogs are holy.