EUIV - Development Diary - 14th of January 2020

EUIV - Development Diary - 14th of January 2020

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TheCrimsonMajor

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Thanks for the update. Speaking of government reforms, are you planning to tweak the frequency of the AI's decision to change government type? As it stands the default is that steppe hordes and tribes will often become republics. I think this is a good option for the player and maybe a neat "once in a blue moon" thing for the AI to do, but generally I think it's a bit immersion breaking if it happens every game, and often to multiple nations in the same region.
 

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Spain did not administer its possessions in North Africa as trade companies

The Ottomans did not administer their possessions past Anatolia as trade companies

And I completely forgot to mention the Steppe
“Did not” isn’t relevant.
“Couldn’t have” would be relevant.
 

covya

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Thanks for the update. Speaking of government reforms, are you planning to tweak the frequency of the AI's decision to change government type? As it stands the default is that steppe hordes and tribes will often become republics. I think this is a good option for the player and maybe a neat "once in a blue moon" thing for the AI to do, but generally I think it's a bit immersion breaking if it happens every game, and often to multiple nations in the same region.
I'm assuming the new tier 5 reforms for hordes will solve that problem most of the time.
 

Dakka

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Province religion must be of a different religious group than the owning nation
So does that mean that colonizing the African coast, you may no longer make those provinces TC?
So I think I started digging around while we were working on the Golden Century Immersion Pack
Ah, so it is being worked on. Fantastic!
Portugal, England and Great Britain have uniquely higher marine forcelimits but we also listened to your feedback and added easy access to Marines for Netherlands, Venice & Castille.
Thank you for listening, but nothing for the US?
Next is some new Manufactories available to the player.
Will these still count towards the manufactory institution?
Signoria
  • A better variant of Nepotism for Italians.
I'm assuming this will full on replace the choice for the Italians?
 

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Very interesting!
The most two things that I like it is :
-Sohei
-The global Crusades

But too bad nothing for Muslims!
Add something like "Tawhid Al Muslemen" to reform the Caliphate and call for global Jihad.
 

insalted42

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RE: trade companies only in provinces not of your religion:

So island colonies with 0 native population automatically are disqualified and need to be administered as territories or stated?
I guess this dissuades large countries from slaughtering natives in TC provinces, but what about religious-minded nations that would want to convert the local populace?

But maybe with the nerf to TCs in this patch, the idea is to make TC provinces less appealing and thus the lost ability to designate certain islands as TCs will be less apparent?
 

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@Groogy

Great update, and I agree with general idea to connect efficiency with development (as opposeed to number of states/provinces), but hybrid system would be better. I think that it should be easier to administer one 30-dev provice than ten 3-dev provinces. Dev 3 indicates lack of infrastructure, population density etc and owning 10 such provinces means that distance to reach borders is significant (e.g. thinking about Asian steppes). By hybrid I mean part (smaller) depending on number of provinces + e.g. 60% or 80% of development - before applying local autonomy (trade company/territory) modifier .
 

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So does that mean that colonizing the African coast, you may no longer make those provinces TC?
Ah, so it is being worked on. Fantastic!
I'm fairly confident that when he said working on, he means when they were initially developing it
 

JusticeFighter

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@Johan Short question, now that states are practically infinite - would it be possible to have a code effect to statify/territorize the province's area for the owner of the province?
 

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Right now it is per province because it was implemented just a few days ago. I have though not yet decided if I want to move it to per state, it depends on how economy looks in our automated tests.



Numbers are always WIP until it is released :)
Could you make it be on state basis, but only apply to a max amount of dev? I.E. you would get the full benefits of the courthouse/town hall if a state were under, say, 50 dev. After that you would get either reduced benefits or you would have to build another courthouse/town hall. I think putting this feature on state level makes sense, but it also makes sense that each courthouse could only manage so many people.
 

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PLEASE tell me y’all have made the Canadian trade company Vinland to Scandinavians!
 

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I'm a bit confused at the last part.
Was it a typo as in "like you more" or does he literally move you, like an north american tribe to another province?

Also, just some wishfullfillment but would it be possible to add some tier10+ GovReform to allow FreeCities to have +1 province? Like Nürnberg which grew a big in width over time.
 

Heinith

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The world has been enlightened with Cornish culture, yes. Was just a little bit of content for the Isles I added in my own time ;)
how about some justice for Polish Pomerania ? even just correcting culture to Polish in Tuchel would be nice tuch and step in right direction :)
 

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I am really happy that the state limit is removed. I always felt it made it a bit pointless to continue expanding if there was no way that you could incorporate more states into your realm. I do hope that there will be ways to effectively eliminate any adverse effect from well integrated provinces. For example, if a province has the state religion, primary culture and has a court house I do not think it should take up part of your dev cap before you start incurring penalties. After all, why should a highly developed London or Kent negatively impact the ability of GB to rule a Global Empire?

Maybe it would make sense to have a modifier based on religious and cultural unity? E.g. if 80% of all provinces was of your culture group and had your state religion then you should have less to worry about than if it was only 40%.

I do like that you seem to make it more important to take Maritime and Naval ideas if you want to dominate the worlds oceans. However, I would suggest that you also increase the total number of ideas you can adopt over the course of the game from 8 to 10. This would still mean having to choose between different choices as the game progress but at the same time allow you to have a more well rounded set of ideas at the end. I am already re-rolling 1 or 2 idea groups towards the end of the game to better fit the needs of the later period.
 

TIAS-A1927

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I'm personally hopeful for this changes! They are big so we'll see how things goes, i'm sure there will have to be a bunch of balancing and twerking around it.


Specifically about the Trade Company requisites, i think people already had been suggestion alternatives that fit the developers intentions, while offering something more. I think specially a lot of people (me included) will not like the religion limit, not only limits you from converting your provinces first and later making them trade company provinces, but also makes impossible for muslim countries to trade company provinces from the zanzibar or malayan regions which previously could.

While I was designing this, someone already suggested super-regions, which is a good idea, but i think we can do better, by removing the religious element entirely and having trade-continent or trade-super-regions instead, and have a country only be able to tc provinces outside it’s capital trade-continent and any land-connected (not counting straits) trade-continent to the capital one.

I designed how some of this trade continents could look, i’m sure they can be tweaked and changed depending preferences, but i think the trick of it, unlike previous regions maps, is the differentiation between core areas with big regions, that block countries from tc in them, (asia, europe) and then the borders-margins areas, with smaller regions, that work as a border between the different areas possible to tc, allowing different combinations depending the capital.

This is my proposal:


With the following examples:

Red line shows the regions a country with a russian capital wouldn’t be able to tc.
Yellow line shows the region a country with far east (and Indian, except for manchuria) capital, wouldn’t be able to tc.
Black line shows the region a country with near east capital (ottomans, mamluks) wouldn’t be able to tc.
Blue line for a country with capital in Western Europe.
Yellow for a country with capital in Persia.




The regions are largely done following the trade region, with 4 exceptions based on preferences.

The 4 provinces of morocco under sevillan trade node are on the Maghreb region, to allow the Maghreb and Western Europe TC each other. If this wasn’t desired, they can put back.
Another 4 provinces on the novgorod trade node are on the Ural region, to allow for a russian country to TC siberia.
3 provinces added to the India region to allow a land connection to the Indonesian one, impeding indian countries from TC indonesia.
Manchuria exist as a region separated from siberia to allow a chinese country to tc the siberian coast but not Manchuria proper, this can be easily changed.

Similarly, this system allows Russia and Western europe to TC each other by keeping the German and Baltic regions in the middle, if this wasn’t wanted, the german region could be added to the Western Europe one.
In that vein, the Maghreb and the Near East could be easily fused into one, if the devs wanted the Ottomans to not be able to TC central africa or a Moroccan country to TC persia (or even, not allow the Ottomans to TC Western Europe, if the two areas are connected through gibraltar.



So yeah, again, i’m sure a lot of changes could be done to the specific reginos, but i think the hist of this is the difference between the big areas (like china and western europe) and the smaller border areas like the balkans, or the pontic steppe, which work as a separation between the areas that can be TC or not.


Lastly, i’m not sure if the code allows for the “neither capital region or a region bordering the capital one”, but i think worst case it could perhaps possible to simply add all the possible combinations (shouldn’t be that many at the end of the day)


Thanks.
PD: Since this was a suggestion directly related to the dev diary, i wasn't sure if it should go here or as it's own post, if said so, i'll change it.
 

jever555

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I'm a bit confused as to why Denmark does not get access these new naval and marine buffing national ideas, since their navy was considered one of the most powerful in Europe during most of EU4's time period. There was a reason for the British wanting to swipe it from us during the Napoleonic wars. Don't forget that we always bested you at sea as well. The game should really reflect this.
 

Jisgsaw

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Well, I'll counter the flow and say I find the dev limit a bit too high maybe... ? If the improved courthouses give you -80% (or even -60%) dev impact, the current limit of 3500 without country/ideas modifier seems massive. Or does that 3500 limit also include admin/expansion ideas?
Maybe consider lowering both the maximum and the penalties?
Personally I think Cav should fulfill a role, like Artillery does within the combat mechanics. I don't think just tweaking pips to be relatively good to their cost would be enough or good.
As some other poster has mentionned, a more involved fix than pips that still shouldn't be too much hard work would be what arumba proposed some time ago:
superregion is a good solution.
Yeah, I think a more sensible restriction would be:
- not adjacent to your home superregion (or maybe even at least three superregions away?). As mentioned, Africa should be split up in two or three superregion then.
- not part of an accepted culture group (religion does'nt make much historic sense). Or heck, even introduce a "super-culture" group (e.g. europeans, Indians and so on) and limit TC to cultures outsides your super-group.
- not being part of the HRE is a strange one, but I suppose you have your reasons, and it isn't too restrcitve
- If you do keep the "oversees" requirement, consider reworking the oversees definition, as mentioned it'd be easily exploited with island capitals.
How about a complicated points system?
A province must have 7 “xeno points” to be a trade company.

1 point for different religion
2 more points for different religion group.
1 point if the provinces trade can feed to your capital (not just a node you collect at)
Another point for every three steps away the trade has to flow to your capital.
1 point for different culture group.
Another point for different technology group.
1 point for different super region.
Another 2 points for different continent.
minus 5 points if it is in your capital area (that is, contiguous territory owned by you connecting it to your capital)

1 point from some idea in the trade idea group
While I like this, I think it'll be a bit hard to determine how much point a province has, hence the exact requirements to add a province becoming a bit confusing for the palyer...
Would it be a game breaker if the Capital state (and maybe a state with a level 3 Trade Center) could build multiple manufactory-types? I could see a highly developed capital having both a Manufactory and a Rampart, for instance.
That'd be nice, it would actually somewhat encourage a more tall-ish play, as you get more out of your provinces.
 
Last edited:

klingonadmiral

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“Did not” isn’t relevant.
“Couldn’t have” would be relevant.
"Wouldn't" is the right word.

The British East India was notoriously unprofitable after they had gained Bengal after the Battle of Plassey, spending vastly more money in appeasing and subjugating the local nobility than they gained even after they had monopolized the trade of tea and saltpetre. In fact company mismanagement was so bad that it caused the Great Bengal Famine of 1770 which killed a third of the regions population - about 10 million people - which of course further eroded the company's income. Thus they began to collect taxes far more harshly, which in turn led to further deaths, which in turn further eroded profits.

By 1773 the situation for the EIC had gotten so disastrous that they had to ask the British government for a bailout, which they were provided in form of the Tea Act of 1773.

Which opened its own can of worms.

Yankee Doodle came to town riding on a pony
 

hyamz

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Going over the limit has a scaling penalty which at 100% over the limit is:
  • +100% Stability Cost Modifier
  • +50% AE Impact
  • -50% Improve Relations
  • -5% Administrative Efficiency
Could you also add monthly autonomy reduction to this? Maybe +0.2 per month at 100%
 

Hopolit

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Looks good, I always felt that the government reforms needed a little more things to spice things up. The naval changes was needed and the army changes sounds like fun. Thanks @Groogy and @Johan