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EU4 - Development Diary - 8th of September 2020

Hey everyone! So there’s been quite a few development diaries from @neondt now on South East Asia telling you about the new content we’ll be adding to it, a region that had gotten a bit missed by us over the years and which very much needed some love from us. I am going to do the exact same, but an entirely different region that I have always wanted to do better than how it currently is.

I have always as a player liked playing the under dogs and as such the Americas have always been some of my favorite places to play in, to fight against the invasion of the Europeans and establishing your own nation in your own image. But the last time we really touched on the North American tribes were in Conquest of Paradise and these mechanics haven’t aged… well. If I would sum up the mechanics today of how it is to play a Migratory tribe it is to “wait”. You wait to migrate, you wait for Europeans, you wait, you wait you wait. So we decided to redo all of these mechanics that came with Conquest of Paradise from the ground up and just make North America a lot more vibrant and fun to play in. This of course will still be part of the Conquest of Paradise DLC so it’s a semi-free change :)

In the coming dev diaries you are going to be getting a lot of work in progress interfaces, so stay with me as my ux skills are not the best. We got a lot to cover so let's get started with the mechanics of how I’ve changed the migratory tribes.



So one thing that did bother me was how we portrayed the migration, the various people of north america didn’t usually migrate from the Appalachian to the Rockies every other decade or so. They had a concept of land that they used and seasonally migrated between, but they did consider it to “belong to them” in some manner. Now we can’t have seasonal migration as it doesn't fit how the game flows but these changes should make it more fun and meaningful to interact with.

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First there's tribal ownership of land, this is sort of a semi ownership of the province, it belongs to the tribe but its resources are not being currently fully exploited. People can move in and out of these provinces freely and Europeans can even colonize them. One of the reasons why we haven’t populated the eastern seaboard much has been because it would block European colonization but with this change it allows us to actually fill out North America a bit more. Like let’s say introducing the Mississippi civilizations.

A province can be made into your tribal land by adding it at a cost for 100 Administrative Monarch Power, it also requires you to have migrated to it. If you try to integrate a province that is not connected to your already defined territory it will abandon the previous and start a new home for you at that province.

Coupled with this the migration is no longer a thing that is locked to a cooldown that you press every now and then in order to get some extra mana. Instead the feature has been reworked into something you need to do in order to keep growing as your tribe keeps depleting the natural resources of the current province you are in.

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You can migrate to any province that is not directly owned by anyone, that includes into other tribes territories. Migrating currently as I’m writing this costs 50 military monarch points but it’s still up for balance tweaks. For each step though you migrate outside of your territory the cost will double. You can still migrate away to wherever you want and set up a new territory to live there instead but as you won’t be limited by a timer anymore you’ll still be limited by your monarch points.

So why would you want to migrate through? While you stay in a single province the tribe will be causing devastation in that province, until it eventually reaches a 100%. In addition to this each tribe has a tribal development that grows each month little by little as long as the province hasn't reached 100% devastation. The larger the tribe is, the faster the devastation goes up to simulate their increased consumption.

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Part of appealing to the fantasy I talked previously about we’ve also redone how reformation works and integrated it into the Government Reform system instead. We’ll talk more about that in a later development diary, but the first step will be to settle your tribe which will enable you to settle your tribal development into several provinces letting you expand and grow stronger. The goal is to also have it possible for you to continue reforming your tribe without settling which will have a unique reward at the end of the tree.

How you gain reform progress is going to be different and something we are currently working on. We won’t be relying on the average autonomy as that won’t make sense and right now we have it mainly comes from buildings (that migrate with you mind you) but as always I am keen to listen to community suggestions :)

Native Tribes will have a new set of CB’s available to them to fit with their new way to fight wars. The migratory peace treaty has been remade to be focused around your tribal territory, you will force out any other migratory tribe that has moved into your land and make them either return home or to any border province of yours. There is also a feud CB against bordering tribes to try and take their territory away from them. And then last a CB that lets you fight off Europeans colonising in your home which will burn their colonies. (Tribes can’t use the burn colony interaction anymore and must use the CB now)

This does it for this development diary. We’ll continue to cover the new ways the native americans work next week. Cya then!
 
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Is this part of 1.31 Indonesia?
 
I think it will be good if unified germany has its own government reform like kaiserreich because prussian monarchy's - %50 governing capacity thing is very bad an you will soon have to change to autocracy and it's very lame. Nice changes btw
 
Hey @Groogy i have two questions.

1. Will Native Americans have their own mission trees?

2. Will Totemist religion be reworked?

Of course if this is not secret, certainly don't want to spoil anything.

Currently no plans for either I am afraid. I've been focusing my attention on the old CoP mechanics to make their core gameplay loop fun and engaging to play with first.
 
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So since dev diary wasn't clear enough on this, here's a picture that I should have included

1599814443065.png


Tribal development is something you grow over time, as a migratory tribe it mainly comes from the province you are currently in. This tribal development move with you as you go from province to province, and is applied as if it was normal development when doing calculations for income, manpower, etc.
 
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Well, if people still feel iffy about "devastation" thing, maybe for Native American the name can be changed to "Carrying Capacity" instead, to represent how much/long a province can sustain a population in a certain period of time, before the population have to migrate?
Just a thought.
 
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Currently no plans for either I am afraid. I've been focusing my attention on the old CoP mechanics to make their core gameplay loop fun and engaging to play with first.
I think that's the right focus. The core gameplay loop is the far more important aspect. If anything, some regional missions would be nicer than trees for specific tags.

Well, if people still feel iffy about "devastation" thing, maybe for Native American the name can be changed to "Carrying Capacity" instead, to represent how much/long a province can sustain a population in a certain period of time, before the population have to migrate?
Just a thought.

It would be nice, but I'm not sure that would be worth the effort. Renaming a UI element/value for a specific government type seems complicated and prone to cause bugs. The whole appeal of using Devastation is probably that they don't have to add any new value for that, but can still make new mechanics.
 
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So since dev diary wasn't clear enough on this, here's a picture that I should have included

View attachment 624082

Tribal development is something you grow over time, as a migratory tribe it mainly comes from the province you are currently in. This tribal development move with you as you go from province to province, and is applied as if it was normal development when doing calculations for income, manpower, etc.
I see you still using "Pierre Maskin" as a Mesquakie first name :p.

Love the work so far.
 
@Groogy Will the Siberian tribes (who can also migrate) get some basic form of the interface? Currently there is no way to know when you can migrate until the notification pops up. It would be nice to at least be able to see that interface somewhere without having to wait. I appreciate your work on the tribes in general!
 
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The fact that the term "grazing" is used makes me wonder if this system might have been originally developed for application to the migratory tribes of the Eurasian Steppes, since otherwise a term like "hunting" or "cultivating" would be a term that is more appropriate to the entire history of American Natives (rather than "grazing," which applies only to groups subsisting on large mammals, domestic or otherwise).
 
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Is that a famous Native American?
No, just a minor chief who signed a treaty in 1815. I pointed it out because no one in North America should have a name like that in 1444. The inaccuracy in names for the North American tribes in EUIV is something that I've always found a bit amusing and a bit frustrating. I've made some posts in the suggestions forum on the subject here, here and here
 
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i'm wondering , what happens if you conquer another tribe? in the current state you can't migrate anymore...
 
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Wouldn't the population acutally change? But I get it for the other variables.
Population does change... but but not dropped down to zero. Population is tracked as variables... independent from base tax/production/manpower.
 
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Cool to see this region getting some attention.

The #1 problem in the new world when it comes to waiting is that player progress is tethered to waiting for the AI to arrive, which varies by 5+ decades sometimes. This has a crippling impact on long-term tech/progress.

Right now, El Dorado nations can somewhat manage by reforming on their own (get someone with an institution nearby or just leave their religion). It's not GOOD, but it becomes playable. Native councils gated on 2500 points/category just to make switching possible doesn't have that ability. If there's a player way to do government reforms faster as native councils it would make the area a lot less dull to run.

I do have concern that Mesoamerica/Inca might be trapped waiting for Europeans again, unless this reform mechanic extends to them as well. Or we could just loosen the restrictions on "primitives" colonial range/transport ships, which would put agency in the player's hands regardless.
 
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