EUIV - Development Diary - 14th of January 2020

EUIV - Development Diary - 14th of January 2020

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    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning

Makcum

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I think that for fleet really needs changes and i have one idea for it: what do you think if your fleet will blocade not only enemy's economic but also supplies? For example, now is really easy to occupate England just through ninja landing on their territory and what i suggest: supply on islands happens only on occupated territory and defensive fleet of countries like England or Japan can blockade this territories for stop suppling enemy on their island what breaks ninja landing.
 

randomgamer71

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Something that has puzzled me since the Christmas mini-DD but I don't think was ever fully addressed: why do marines take 25% more shock damage? Neither cossack nor rajput units have any malus, so it isn't that special units need to have maluses. Even if they did, hypothetically, taking extra shock damage seems curious to me. I'd sooner see something along the lines of the janissary "malus" where marines might be costlier to reinforce, or perhaps have a higher maintenance cost. Anyhow, would love to hear the rational behind this decision for the marine unit malus.

Edit: Also, @Johan , in case he would be willing to answer! Thank you to either who does!
Beside it isn't like they need a drawback. Sure, the bonus is cool, but there is a serious limit to how many marines you can recruit (as far as I know 0% of force limit by default, 10% of FL with a certain ideas and policy , another 10% for some specific nations.

So if your FL is 100? 20 marines. if you are Portugal/England with some specific ideas. Else just 10, or 5, or nothing.

And if you mix them with normal troops their bonuses go down, proportionally. so those 10 marine don't get the -2 fron landing
So, they are good, but not world conquering good.

If you really want to add a penaly just say that they suffer +25% shock, but only in non coastal provinces.
 

nayba

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Will age bonuses be revisited?
With drill getting stronger
Both the spanish and the Prussian age bonus will become insanely powerful as dmg reduction stacks so well
 

ZenGenesis

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I would like to make a quality of life suggestion to make moving troops around a big empire easier:
Could you add a button to a selected unit, that when you press it and select a province as destination, instead of walking there they are transproted by boat, like there was no direct friendly land connection?

It can be a pain in the ass that for example if you control most of the mediterranean, to get your armies form tunis to sicily, it is easier to leave a hostile province in the Cyrenaica-region, just to make life easier.
It would reduce the time spent in troop movement organising lot.
 

Groogy

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I would like to make a quality of life suggestion to make moving troops around a big empire easier:
Could you add a button to a selected unit, that when you press it and select a province as destination, instead of walking there they are transproted by boat, like there was no direct friendly land connection?

It can be a pain in the ass that for example if you control most of the mediterranean, to get your armies form tunis to sicily, it is easier to leave a hostile province in the Cyrenaica-region, just to make life easier.
It would reduce the time spent in troop movement organising lot.
You already can by holding CTRL while giving order to move your unit.
Though obviously we should try and make this clearer in the interface
 

ZenGenesis

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You already can by holding CTRL while giving order to move your unit.
Though obviously we should try and make this clearer in the interface
Nearly 2000 hours in the game and you always learn sth new.
Thats what I love about this game ;)

Thanks
 

sprites

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-4% overextension? interesting
we'll have to see the new mechanics in action

I never did a WC , i hope that won't change too much if i decide to do it one day
 

noldorin

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* Same player are waiting cavalry update and remove cavalry ratio. Anyone can do his army as he pleases.
* We have seen many administrative reforms. Ottoman ignored, a timarriod system could come and spahies.
* What happened to technology debt, estates. were these not the main themes of the dlc ?
* The tribal administrations would have needed more touch. You are focused on theocracy.
* I was expecting some idea groups to be renewed. ( exp admin idea )
* Games based on artillery and infantry. I don't like that. ( The cavalry was effectively used in all battles until the tanks arrived on the battlefield. countries took care of it. )
 

covya

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I want to also dig a bit deeper into some things. The modifier from the Courthouse building is additive with the modifier that Territories/TC's apply.
Uh, is this correct? doesn't a territory come with a 75% reduction, and so if the 40% reduction from courthouse was additive, it would end up contributing -15% of it's development? I assume you meant it's multiplicative, so that the 25% that is contributed is then multiplied by 60% to get the 15% that would be contributed by a territory province with a courthouse?
 

Cancerofthehead

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Uh, is this correct? doesn't a territory come with a 75% reduction, and so if the 40% reduction from courthouse was additive, it would end up contributing -15% of it's development? I assume you meant it's multiplicative, so that the 25% that is contributed is then multiplied by 60% to get the 15% that would be contributed by a territory province with a courthouse?
It was confirmed to be additive presumably with a floor of 0.
 

dulahan

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I hope some of these are going to be added to RNW and custom nations?

Has there been any talk of that in the thread anywhere?

Especially the RNW updates, which are badly, badly needed for those of us who like that.
 

Kane_hun

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I want to also dig a bit deeper into some things. The modifier from the Courthouse building is additive with the modifier that Territories/TC's apply. Some speculated these limitations were done for a Historicity at expense of Gameplay, which I want to debunk. Why original limitations were written, and why we won't go so far with a distance based solution, is that I am trying to prevent where TC's are "offensively" used. This can be something like a Wall to slow down Institution spread to your immediate neighboring rivals. So let's say Castille moving their capital and then making the Pyrenees into TC's after adopting Colonialism in order to slow it down.
What if TC couldnt be established in Continents/Superregions where you have states?
 

RichardOlcese

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Hi. Just a small request: could the next diary tell us more about how France's early mini vassals will work? Will there be some sort of special mechanic for them? Or even their own mission trees (like... dominate France's politics for Orleannais)? Thank you.
 

pengoyo

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That would allow Mamluks to have Trade Companies in Arabia.
What about not allowing trade companies in your super region or neighbouring super regions? (this is instead of the religion and contient restrictions).

I know looking at neighbours is harder to code, but I think without it you are going to run into weird cases like the maluks.

If you do go down this path might make sense to split Africa and Tartary into 2 super regions each. Also maybe add manchuria to the far east or China so those super regions are touching.

Either way, thanks for the hard work. :)
 

Lightwell

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Hoping we see appropriate changes for Merchant Republics. They've been left behind in the world of EU4, and will definitely need an update with this new take on the game's mechanics.