EU4 - Leviathan - Development Diary 3rd of March 2021

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    Real Strategy Requires Cunning

BrotherJonathan

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Is there any reason why you wouldn't want to eventually do this to every province given the resources (like building tax collectors in EU2)?
 

cotne22

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This.

A dramatic design change for eu4 would be insanely risky right now from both a codebase and a player perspective. If you have basically no players, like we did with Imperator after release, you can take huge gambles.
Didn't you dramatically rebalance estates and mercenaries in the last expansion?!
 
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magriboy0750

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Didn't you dramatically rebalance estates and mercenaries in the last expansion?!
These changes are relatively minor compared to institutions in 1.18 or development in 1.12 though,so there is less risk to broke the ai or create bugs for a game as old as EU4 is.
 
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Slavicist

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My design-philosophy is "believable worlds", and I much prefer making games like HoI3 and Victoria 2, which are games on top of simulation mechanics. EU4 philosophy was to have some sort of central limitation mechanic which became known as Mana, and that was just too succesful.

However, to clarify...

I did lots of the mechanic stuff changes at Imperator after release, and also approved the design plans for everything up to 2.0. I would love to do things like that for EU4, but its just not possible.

The things below are some of things I did for Imperator post release.

Stability, Warexhaustion, Legitimacy rework with increases being over time instead of a button press.
Pops changing over time, and not by direct interaction.
Removal of Mana
Logistics for armies

I sincerely hope NO mana for EUV.
 
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grommile

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I sincerely hope NO mana for EUV.
I feel entirely confident that EU5, if and when it exists, will feature arbitrary-feeling abstract resources that you expend to take certain classes of action.
 
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Alex___228

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Thank you so much for the work you've done!
Development concentration is an interesting mechanic, but Centralise State and stacking manufactories are useless. Because:
1. Government Reform Progress is too valuable to spend on Centralise State and stacking manufactories.
2. government capacity is important only in the first hundred years of the game, the penalties are more than covered by the income from the conquered territories (penalties for exceeding must be increased at least twice).

Instead, for Playing-Tall, you could create a state infrastructure parameter from 0 to 3. With a cost of 20 Government Reform Progress increases and 10,000 / 25,000 / 50,000 gold per level.
At each level, giving 0 / -25% / - 50% / - 75% government capacity in the state, 0 / + 20% / + 40% / + 60% development efficiency in the state, and 0/0 / + 1 / + 2 additional manufactories of any type in the state, 0 / + 50% / + 100% / + 150% movement speed of the army in the state. You can also introduce a new modifier "infrastructure" that affects everything produced in the state (manpower, taxes, trade power, goods, etc.) and is applied after all other modifiers (such as goods producer, etc.), at 0 / + 30% / + 60% / + 100% for each level of state infrastructure.
 

merulaalba

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This.

A dramatic design change for eu4 would be insanely risky right now from both a codebase and a player perspective. If you have basically no players, like we did with Imperator after release, you can take huge gambles.
Please, take that risk.
 
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cetvrtak

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Ideally I'd want to rip out lots of systems in EU4, and rework them
That's sounds like a great idea for a "EU4 - the Director's cut" version.
 
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cetvrtak

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That sounds like a great idea of a "EUV" : P
I truly believe that EU series will never again be what the original creators referred to as "the game we wanted to play". Except in some form of an underground edition circling among the precious few who appreciate the true art within it.
 
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