EUIV - Development Diary - 14th of January 2020

EUIV - Development Diary - 14th of January 2020

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LSF

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Well it was a bad government reform before as it was. I mean, who actually took that rather than the increased state limit?

But now? A 5% decrease would be pathetic. So what if it's 50% "better"? 50% more than 0.01 income a month is still worthless. Goind down to 65% autonomy wasn't really worth it as it was, to make it worth actually choosing it would need to end up lower than that and that hasn't changed despite the change.
I have only 4 WC, in two of them I chose the -10 local autonomy in territories. My economy was much better in the endgame than in the two games in wich I chose the plus five states. It is situational, there is no obvious choice.

But with the new rules no way the reform can take the autonomy to 65. Otherwise no one playing really wide will state anymore, but rely only on territories, since you will have 35% of the benefits of a state but taking only 25% of your admin capacity.
 

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As a colonizer I understand your rationale for increasing the naval attrition at open sea. But now that there is already a huge penalty for transport troops over sea, can you make some quality of life improvement such as automating naval troop transportation so they can do "island hop" and avoid attrition as much as possible?
 

Grab God

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I was wondering:

Are improved relationes floored from bottom to 0. Because with being over the govenorm capacity limit by too much might brake the game (increase opinion would decrease, Agression expantion would tick up passivly and once you send gitt it would tick up passivly instead of down ect.)

and secondly rounding up. Do you need to have x.1 and more to achieve x+1 improved relations per month or is x.0001 enough. Interface rounds to first decimal number and from game purposes : you should be able to improve by atleast 1 a month every time unless you have 0 % efficienty.
 

Arinsar

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Any chance that we will get any estimate when this huge expansion will hit us ? +- month
 

Eddi

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So, i might be a bit late here... but did i read that right, assuming i play a european nation, if i gain a vassal in asia, i can't have any trade companies in asia anymore?
 

Itterashai

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@Groogy Thanks for looking at the Portuguese ideas! :) The Bandeirantes idea doesn't make sense as a +1 merchant though - the bandeirantes were more akin to treasure hunters or conquistadores (so it would make more sense to have the settler increase in this idea). I don't think Portugal ever needs extra merchants though as if they are focusing on trade, they already have enough from the Trade ideas. A religious buff or idea cost would make more sense to coincide with the extra wealth in the early 16th century.
 

Saudx3016

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5. It's nice the Theocracies now have the option to stay theocracies but does this means that the reforms to reform out of theocracy are now a lot further down? Because in that case that is unfortunate because unlike republics government reform is the only way to get out of theocracy.
you cleary see in one of those images that the government reform to switch out from theocracy is still at tier 5.
 
Jul 30, 2019
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So basically you could go over 1000 percent over penalty so you could have +1000 stab cost +100 ae penalty,-100 improve relations and,-100 administrative efficiency
 

Grab God

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So basically you could go over 1000 percent over penalty so you could have +1000 stab cost +100 ae penalty,-100 improve relations and,-100 administrative efficiency
1000 % penality (having 1100 full stated development as dutchy without modifiers (100 base) ) would be + 1000 stab cost, +500 % AE penalty, not being able to improve relations or being able to tick down negative relations (-500 % improve relations) and -50 % administrative efficiency.
 

Funchi

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I have a question, will nation still give passage to their rival and vassals? cause if yes, we will still see mamlucks troops walking in anatolia while at war with venice… which it's idiotic!!!
naval supremacy should be extremly important, cause at those times you could not send armies around the world like if they where taking a walk in the park.
 

LazyTitan0514

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“With deus vult idea non neighboring nations may be targeted by great holy war” does this mean that you would get a CB on all heretic and heathen nations in the game?
 

dD_ShockTrooper

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I'd like to see fully accepted cultures (primary, accepted, empire culture group) only count for say 80-90% of the province development against your development limit, instead of 100% in fuily stated land (still the same as non-accepted in territories and TC). Basically just have some mechanic to encourage even large, sprawling empires to accept and convert cultures more, and to make the early game limits not as brutal for small duchies (who are mostly mono-culture).
 

Blobhemian

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Hey EU IV Devs do you have in plan to made some changes in EUIV Ruler/Royal Family tree and Personal union system?
I think that it need a fresh overhaul because this mechanic didn’t get changes from begin of the game and it is too simple
Over half a year ago we have sadly gotten a negative response: https://forum.paradoxplaza.com/foru...th-of-april-2019.1172576/page-3#post-25406684

The original post by Jake disappeared (probably because his account lost the dev status), but it remained as a quote. Since we now have a new team lead and the expansion has been postponed there may be some change of opinion, but I personally doubt it, the expansion contents are probably set in stone at this point.
 

Kapitalisti

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The new rules for where you can create Trade Companies are as follows:
  • Province religion must be of a different religious group than the owning nation
So this means a pagan European country can't have trade companies in most of Africa?
 

Lightwell

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So this means a pagan European country can't have trade companies in most of Africa?
Worst part, you can't even convert it to something else without using rebels.

Also, does using the Islamic "Propagate Religion" ability change something away from being a trade company?