EUIV - Development Diary - 14th of January 2020

EUIV - Development Diary - 14th of January 2020

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Lightwell

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Just allow trade companies to be formed in any non-state province. This cuts out arbitrary rules about placement, and then you will be able to properly balance trade companies. The relative benefits, costs, and administrative cost will have to make territory and state land more attractive, and ideally the relative strengths of each will not lock out the others.
I think we're losing sight of what a trade company is.
 

maxirage

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What exactly is a trade company? It's just an autonomous entity that manages territory in order to maximize profit from trade. You do it in far away places because managing the territory directly (although more profitable) is impractical. There was nothing stopping Britain from creating trade companies in whichever region they wished. The problem is that in-game trade companies are magic provinces that you want to have as much as possible, so you need to place arbitrary restrictions to prevent you from doing it everywhere.
 

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I think we're losing sight of what a trade company is.
What exactly is a trade company? It's just an autonomous entity that manages territory in order to maximize profit from trade. You do it in far away places because managing the territory directly (although more profitable) is impractical. There was nothing stopping Britain from creating trade companies in whichever region they wished. The problem is that in-game trade companies are magic provinces that you want to have as much as possible, so you need to place arbitrary restrictions to prevent you from doing it everywhere.
I prefer a Colony / Client State model for Trade Companies in theory, but subjects are not in a good place right now. Thus, allowing the companies to be placed everywhere allows for more consistent results than managing subjects, and this allowance gets rid of the peculiar restrictions "to avoid having Mamluk companies in Arabia".

As long as trade company stats are properly calibrated to no longer be the "magic provinces" we have, it should all be fair. This may cut into Dharma sales more than the team wants though.
 

raikaria

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Less than 0.1% of players have accomplished a WC.
Please go check steam stats. World Conqueror is at 1.3%. More than 13 times higher than you are claiming. [<0.1%] That kind of makes your entire point fall apart.

Also that's only including Ironman WQ, I'm sure there's people who have done a WQ outside of Ironman. In fact; since only 30% of players have Til Death Do Us Part; that means more than 1/30 people who have ever tried Ironman EU4 have achieved a WQ.

A long time ago it was around 0.1%; but this has been increasing because WQ has been getting easier. [Yet other 'hard' achievements have been staying relatively static]

And WQ gets more 'tedious' whenever things as simple as new provices are added. As soon as you're big enough to basically be unstoppable all that remains is tedium because there is no challenge.
 

buronix

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Hi!
Maybe Im wrong, I checked some posts but I didn't see anything similar, are there new changes in the macro builder for the HRE diplomatic quality of life?
Its tedium right now check for diplomatic relation improvement for each elector or even for hre members when you want to pick new reforms and people are not very happy with you, mostly due you are not a good Germanic fellow and you are trying to achieve a Spain emperor or other cultures, anyway, how difficult to implement 2 options to send your diplomats to improve relations with electors or HRE members?
I can pay for it, really, I lose so much time manually checking and want to spend that time playing and enjoying EU4, not doing manually checks that can be achieved by simple scripts.
Thanks!!
Kind Regards.
 

Xdevo

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Please go check steam stats. World Conqueror is at 1.3%. More than 13 times higher than you are claiming. [<0.1%] That kind of makes your entire point fall apart.

Also that's only including Ironman WQ, I'm sure there's people who have done a WQ outside of Ironman. In fact; since only 30% of players have Til Death Do Us Part; that means more than 1/30 people who have ever tried Ironman EU4 have achieved a WQ.

A long time ago it was around 0.1%; but this has been increasing because WQ has been getting easier. [Yet other 'hard' achievements have been staying relatively static]

And WQ gets more 'tedious' whenever things as simple as new provices are added. As soon as you're big enough to basically be unstoppable all that remains is tedium because there is no challenge.
I've already made the post as to why the actual number doesnt matter and why the number of WCs is completely unrelated to the amount of skill required to do it in a 7 year old game. Rarity isnt the same as difficulty.
 

Vollwertkost

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I prefer a Colony / Client State model for Trade Companies in theory, but subjects are not in a good place right now. Thus, allowing the companies to be placed everywhere allows for more consistent results than managing subjects, and this allowance gets rid of the peculiar restrictions "to avoid having Mamluk companies in Arabia".

As long as trade company stats are properly calibrated to no longer be the "magic provinces" we have, it should all be fair. This may cut into Dharma sales more than the team wants though.
Fair point - currently, they are just magically good. I'd love if trade companies also had some real downsides and acted more like an entity with agendas of their own and could even get you into some deep trouble, when their territories are missmanaged. I remember an event in the current game, where a trade company asks you to go to war for a neighbouring province, because they are just greedy merchants. If you promise them but fail to do so, you got a hefty penalty to burgher loyalty or similar.

So something along these lines would be extremely cool. Make trade companies valuable but risky.
 

Lightwell

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Fair point - currently, they are just magically good. I'd love if trade companies also had some real downsides and acted more like an entity with agendas of their own and could even get you into some deep trouble, when their territories are missmanaged. I remember an event in the current game, where a trade company asks you to go to war for a neighbouring province, because they are just greedy merchants. If you promise them but fail to do so, you got a hefty penalty to burgher loyalty or similar.

So something along these lines would be extremely cool. Make trade companies valuable but risky.
If that's the case, then I suppose an idea would be keeping he autonomy floor at 0% for Merchant Republics, since they would more-or-less function as an extension of a Merchant Republic's trade network.
 

Canute VII

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Ramparts and unlocks at Adm Tech 6
  • +1 Fort Level
  • +15% Local Defensiveness
So another parcel of feedback ("de rien" :)): there's actually no lack of fort level availability in game. However, what is missing, is availability of inverse attacker modifiers when you relief a fort: On flat, non-forested terrain, there simply is no inverse attacker modifier from a fort. So my suggestion is: rampart gives -1 attacker penalty (replaces +1 fort level). So you want to build this where you already have a fort.
 

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So another parcel of feedback ("de rien" :)): there's actually no lack of fort level availability in game. However, what is missing, is availability of inverse attacker modifiers when you relief a fort: On flat, non-forested terrain, there simply is no inverse attacker modifier from a fort. So my suggestion is: rampart gives -1 attacker penalty (replaces +1 fort level). So you want to build this where you already have a fort.
Nah, the fort level is there so you can stall the attacking enemy long enough to get your boys to the province to fight the enemy where you have the defensiveness bonus without needing to build a fort.
 

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It used to be that you could colonize some areas in the old world and the culture would automatically convert, while old world provinces in a trade company would not. Given that the whole world (except presumably americas + australia which are still colonial nations) is now trade company land, does that mean that colonizing anywhere not in a colonial nation results in the original culture/religion staying? or is there a new mechanic for how that works?
 

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This may have already been answered but roughly how long until this patch is ready for release?
I think Q1 2020 was mentioned when it was delayed from Q4 2019. Seems there is a good bit left to do, though.

Edit: looked back - Q1 wasn't mentioned as it turns out, just 2020.

I think mid to late March is a decent guesstimate, though. They are still making mechanical changes to features, so I'd say 6+ weeks until release. Also while Groogy accidentally leaked "Emperor" they haven't announced the expansion yet. I would be surprised if it goes past March without a release and it seems like there isn't too much left to do.
 
Last edited:

Ruian

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So if I'm understanding correctly, excluding the capital state, a duchy at the start of the game may have 400 development without penalty if all of that development is territories? Assuming you aren't locked into duchy status, you can upgrade to a kingdom rank at 300, so it doesn't seem horrific. We don't know how quickly the increases to governance accrue via tech yet, so it's really hard to know for sure how well this will play. I sincerely hope you guys are very seriously testing this. This time it won't only be the ultra wide players with complaints on the forums, it will be an avalanche from regular everyday players too if this doesn't play well.

Austria is a duchy. That sounds like potential fun in the making with a few PUs and states under your belt in the 1400s. Imagine getting the Burgundian inheritance (which I know is being changed) on top. What a potential nightmare. New player doesn't understand why he can't take a 10 dev province without all of the HRE coalitioning him and dying.
 

Canute VII

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Nah, the fort level is there so you can stall the attacking enemy long enough to get your boys to the province to fight the enemy where you have the defensiveness bonus without needing to build a fort.
We had forts in every province before the common sense rework. Why would we want to go back? (Even if rampart is more costly upfront than a first level fort.)
 

Xdevo

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We had forts in every province before the common sense rework. Why would we want to go back? (Even if rampart is more costly upfront than a first level fort.)
Because we obviously need to slow down the pace of the game, and increasing the number and the length of sieges is obviously the best way to do it. Anyone who hates sieges is just mad at the rng, so they obviously cant have any other reasons for thinking sieges are boring, tedious, and micro-intensive.
Obviously.
 

Amtep

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Assuming you aren't locked into duchy status, you can upgrade to a kingdom rank at 300, so it doesn't seem horrific.
That's a DLC feature, though. The game shouldn't be balanced around the assumption that you have it. Without the DLC you can only change rank through nation formation decisions or certain events (*cough*Ottomans*cough*)
 

Groogy

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So my suggestion is: rampart gives -1 attacker penalty (replaces +1 fort level). So you want to build this where you already have a fort.
I like it, I'll take it into consideration. Would be super powerful though so would probably remove the +15% Defensiveness as well.