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EUIV - Development Diary - 14th of January 2020

Hello! We’ve returned back from our winter slumber and some of us even got a head start of other people at the office and came back already last week. I hope you’ve all had a great Yuletide and that your New Year got off to a good start.

So last dev diary we towards the end we talked about how we were looking into doing major balance changes for the future patch, directly addressing the most important issues from the community. Me and @Johan have since been working to try and make the game more enjoyable and as we were I realized how many large balance changes we’ve done over 2019. And now we were doing even more balance changes the week before as of me writing this. Of course some of these changes are going to be controversial and not everyone will agree with every single piece that we bring up here. Hence we’ve decided to dedicate this Development Diary to just plainly go through the various bigger changes the team have made and explain them, not only mechanically but also why we did it or what we want to achieve.

I hope you are ready because I have a lot to cover. We can sort of even divide these balance changes into three categories, Government, Naval and Military. As per usual any values you see are work in progress and subject to further balance changes. After the balance changes I'll also give you some new stuff to be excited over, all government reforms we've added so far.

Government

So let's begin with what we talked about last Development Diary. We talked about some core issues that exist in the game right now, specifically Territory Corruption and Trade Companies. Both me and Johan felt over the vacation that we couldn’t take a full month and then not come with something for the next Diary.

Instead of trying to fix something broken by putting duct tape over it we decided to just rip out the Max State modifier all together. The idea I’ve been going with was I wanted something that would slow you down and put you where you have to make certain decisions but not feel as strangling as the old system. I want the player to be able to build up his administrative infrastructure as the game progresses.

upload_2020-1-14_8-38-34.png


So now instead of the Max State value we have something representing the efficiency of the administration and how well it can manage the territories under it. Each province's development puts a strain on your country’s administration. It works by setting a soft-cap like how Force Limit works and it counts up all of the development of your realm under it. But depending on if the province belongs to a state, territory or trade company the weight it put on you will be different. States development apply for a 100%, Trade Companies 50% and Territories 25%. This can be further lowered quite significantly by building Courthouses or Town Hall in the province.

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
As a base every country has 100, 300, 500 Governing Capacity as Duchy, Kingdom and Empire Rank. This is further increased from sources such as Administrative technology, estates or government reforms like the Celestial Empire reform gives you an additional 500. Then there is also a percentual modifier because it is after all EU4. Besides unique ideas for nations there is now 20% and 25% bonus modifier in Expansion & Administrative ideas respectively. Some quick math I see you should be able to have around 3500 development fully stated without any issues when you reach the end game and not counting any special bonuses like the Russian age bonus or building Courthouses or Town Halls.

upload_2020-1-14_8-41-31.png


We’ve also lowered for now the autonomy of Territories to 90% and Trade Companies to 80%. I am looking a bit towards if I can make the Min Autonomy in Territories a bit more of a relevant and interesting feature. What we want is that you have to make decisions on not only where you expand, what you conquer but also how you organize that development you just gobbled up. Do you try and maximize to just have as many territories as possible? Do you want to focus on a set of core states? Do you try and extract as much as possible from the territories available to you? A humongous Great Britain expanding their way into India should have to make some interesting decisions in order to draw out the full benefit.

And since this feature was added last week UX have not fully caught up so the pictures you see here are extremely Work In Process and just me throwing something together.

upload_2020-1-14_8-50-59.png


So even though we’ve added a cost for actually having provinces dedicated to being Trade Companies now. We wanted to address them a bit more. First is that they are an old feature and when Local Autonomy was added as a concept to the game they were not updated to follow suit. What having the penalty of Trade Companies being applied through Local Autonomy means is that you can no longer “counter” the Trade Company penalty that existed before by simply building the base buildings since Local Autonomy is applied as a multiplier after everything meaning you only get 20% the benefit regardless. However Trade Companies still ignore Local Autonomy on Trade Power, the Local Autonomy Cap can be manipulated by the same Autonomy Modifier that Territories have and they still help you with heathen religion problems in those provinces. Together with these changes and the changes in Golden Century for Goods Produced the real economic benefit should start to kick in Mid-to-Late game.

upload_2020-1-14_9-2-22.png


But their pure benefit as land aside we also wanted to address why players would continent jump just to be able to have them. Which we decided to do by making everyone in the game capable of creating Trade Companies regardless of what Continent they happen to be on. Every trade node in the old world is now fitted with a Trade Company. We haven’t changed the trade system in itself but what this means in essence a Qing colonizing Great Britain can move their Trade Capital to the English Channel node, set up trade companies and force feed the Europeans products they don’t need for maximum profit.

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
  • Province must be considered overseas both from nation and any subjects of nation, not including tributaries.
  • Province must not be part of the HRE
So at the start of the game Portugal can create a Trade Company in North Africa, but Mamluks can not create Trade Companies in Arabia. You’ll probably find a thousand ways to abuse this but with the new balance and spirit of the feature I figure that it’s better to keep these rules simple and permit crazy things to occur.

Since Trade Companies are now weaker, especially because of the Local Autonomy, we also changed the Trade Company Investments. This in order to make their ROI not too crazy bad and tweaked some parts of it as a whole. You can no longer build more than one Tier 3 Investment in one Region. So pick one you want wisely. But the Tier 1 and 2 Investments have had their costs reduced to 200 and 400. The Governance Category has been buffed giving now instead +50% and +100% Manpower/Sailor buff and the Tier 3 giving +2% Marine FL as well to their -2% Ship Cost bonus. Why the other Investments were not touched more than their cost is because they all gave something that is not affected by Local Autonomy.

upload_2020-1-14_9-3-50.png


Now this is a lot of new Trade Companies we need to come up with names for and there are so many interesting alternative outcomes that players could try and accomplish. Our general idea for now to figure out a base of names that would fit for let’s say the European Colonial Nations would be inspired from Arabic terms of the regions imagining them having spread from the Arab world originally to Africans, Indians and rest of Asia. If you have a great idea for a name that would fit one of these new Trade Company Regions, it can include specific names for a culture or nation, feel free to write suggestions in the suggestion forum! Like the Heavenly Trade Company of Heroes for English Channel when you have the EoC.

We also have the Absolutism Cheese. As it often is pointed out Absolutism is the main culprit of Monarchies strength over Republics, it doesn’t help that it is a very exploitable mechanic. We do not want to nerf absolutism, nor change the core of the feature as it does what we want it to do. However, we will be addressing the cheese of how you generate it. And we are aware some of the largest problems here is in regards on how you build up your Absolutism through exploiting various mechanics that has to do with Rebels.

The idea that reducing autonomy gives you absolutism was intended as a feature where you enforce your rule in a region and then have to deal with the people not being as happy with that as you might envision through your enlightened rule.

Last thing before we move on to the next category. Missionary Maintenance cost is now very lowered but still with a similar formula. It is now:

Code:
0.5 * dev^( 1 + local autonomy * 0.75)

Naval Game

You’ve probably already seen our teasers about some new stuff coming that deals with naval. But first I want to talk about a core part about naval that needed some tweaking first and fix some things that were in essence broken. What I am talking about is Naval Combat. For a long time people complained in Multiplayer games that if one side picked Naval Ideas but the other side didn’t it was a foregone conclusion who would win the combat. And of course if you have a better navy you should win but the result of those combats were so skewed that something had to be wrong. So I think I started digging around while we were working on the Golden Century Immersion Pack to figure out what was wrong and try to fix the underlying problem instead of just nerfing Navies to the ground.

The issue you might or might not already know about, I’ve talked quite openly about it, is that ships when they hit 0 morale means that they stop shooting, but they do not retreat from the engagement. This means you’ll have a totally useless heavy ship occupying three slots just soaking up damage to eventually die and do a morale hit on the entire navy. In the end if one side can outperform the other side in Morale damage you will end up in an “equilibrium” where the losing side will just keep having their ships sink. And they’ll do this without doing anything as they are at such a low morale when entering the battle that it instantly hits 0. This is why you would see battles where 50 British Heavies could defeat hundreds if not thousands of ships.

upload_2020-1-14_9-5-9.png


So the new mechanic we are adding to Naval Combat is called Disengagement Chance and does basically what it says on the tin. Every combat tick after firing and casualties have been calculated the ship will try and disengage from the combat if their morale hits below 0.5 morale. The base value of this chance is 3% but can be modified by national ideas, like part of the reworked Portuguese National idea “Legacy of the Navigator”.

upload_2020-1-14_9-25-3.png


To help explain what is happening in the combat the team have done some small visual upgrades for the combat interface. We now show three columns for each type of ship and are in order, Ships present, Ships Engaged, Ships Disengaged.

Also since I started talking with the community about this problem several have asked me to describe how the combat is evaluated and I think the best way is to make a little bit of a pseudo code summary here for people to dig through.

Code:
Populate Engagement with Ships until Engagement Width in this order:
  Heavy, Galley, Light Transports
  Ignore Disengaged Ships.

For Each Ship in Engagement
  If previous target is about to die
    set previous target to null
  If has no previous target
    Pick a random target with best score from the enemies engaged ships
      Base chance to be picked of 10
      Add random integer of 0 to 5
      If of same ship type, increase chance to be picked +5
      If morale is zero or below, reduce chance to be picked /10
      If damage is less than 50%, increase chance to be picked *2
  BaseDamage = 0.025 + 0.025 * (2 + Dice + Combat Modifiers)
  Damage = BaseDamage * ShipCannons / TargetHull
  If Galley type multiply damage with 2
  WeaponEffect = 0.05 * ( ArtilleryFire - TargetArtilleryFire )
  Damage *= 1 + WeaponEffect
  Damage *= ShipCombatAbility + LeaderBonus
 
  MoraleDamage = Damage * CountryNavalMorale / 3 * ShipStrength * 0.25
  Apply Splash Morale Damage to 3 random targets, 10% of MoraleDamage
  If ship Morale is 0 or below, multiply Damage with 10
  Damage *= 0.03
  Damage /= DurabilityModifier
  Damage *= ShipStrength
[Snip]
For Each Ship in Engagement
  If Ship Morale is below 0.5
    Throw a 100 sided dice, if it is less than ship Disengagement Chance
       Disengage

Now the second part of Naval and a push to make it relevant. Making Blockades Sexy. So starting with the impact that Blockades have we’ve done some changes. Blockades we feel already have a real hard hit on you as it is already with the -50% Goods Produced, -75% Local Trade Power and +0.1 Monthly Devastation which itself will cause even worse stuff also long term for the provinces. So we didn’t want to make these penalties even harsher. What we want is to make them be more impactful for the nations embroiled in this war of supremacy over the seas.
  • Blockades now work more like looting where you in essence siphon off income from the nation
  • Blockades and Looting is an actual visible expense for the country being blockades or looted.
  • The Waroverview UI now shows the economical impact on each country from blockading or being blockaded instead of a blockade percentage.
  • Blockades no longer have the Goods Produced or Trade Power maluses.
upload_2020-1-14_9-24-32.png


With this we’ve also lowered so you only need 50% of the ships you needed previously to siege the same amount of development.

upload_2020-1-14_9-10-37.png


But we didn’t stop there, we wanted to also make shipping troops across the pacific or atlantic to not be the easiest breeze but give naval oriented nations a small edge here. We’ve increased the attrition troops take when being transported in the open sea to 10%, it is still 1% while you are along the coast. Together with the Mercenary changes meaning Manpower is a much more precious resource than previously. Instead there are now a special unit type any country can build if they pick Naval ideas, called Marines. These do not take attrition at sea, they use sailors, they have +200% Disembarking Speed and ignore crossing penalties. However they do take +25% more shock damage.

These can be perhaps as a part of a larger offensive or to more easily conquer distant islands and coasts. But their intent is to live on your transport ships and be filling situational roles they are better suited to than your conventional army.

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. The rest have to take naval ideas or a policy to have access to it. Which you really want to already, if you are aiming to be a relevant naval power anyway.

Together with the Marines and the Blockade changes, we felt there needs to be ways to defend yourself against that. So the Coastal Defence buildings were added.

Coastal Defence which is unlocked at Dip Tech 5
  • +50% Blockade Force Required
  • +100% Hostile Disembark Time
Naval Battery which is unlocked at Dip Tech 12
  • +100% Blockade Force Required
  • +200% Hostile Disembark Time
  • +5 Hostile Fleet Attrition
Land Warfare

Even if we’ve focused a lot on the Naval stuff we have also done quite some tweaks to facilitate now that you do not have access to the infinite manpower pool known as Mercenaries anymore. First a little quality of life thing though.

All Special Units are now recruitable through the Macrobuilder. They take time to build and are proper “constructions” with costs. Units such as Streltsy and Cossacks who are spawned through their respective Government Interactions are spawned for free and immediate. With this since this will make Banners act more like normal units, they start at full strength when built.

Next is some new Manufactories available to the player. These use up the same slot as a Manufactory but will not give you the bonus goods produced. These buildings are designed around giving you something interesting to put except always manufactories in almost every single province. These buildings for the game are excellent money sinks that give you something that does not immediate money back which also means that this might mitigate late game run-away economy. These buildings are

Ramparts and unlocks at Adm Tech 6
  • +1 Fort Level
  • +15% Local Defensiveness
Soldiers Households and unlocks at Adm Tech 15
  • +750 Local Manpower
  • Double if has Grain, Fish, Livestock or Wine province
Impressment Offices and unlocks at Dip Tech 7
  • +250 Local Sailors
  • Double if has Salt, Fish, Naval Supplies or Tropical Wood
Another thing tweaked to help you retain your manpower in long drawn out wars is Army Professionalism and Army Drill. First I need to cover that Drill Decay Modifier has been renamed to Regiment Drill Loss to better explain what it does fully. It prevents all losses of Drill on your regiments including the loss you get from casualties.

Now the Army Professionalism modifier has been modified to include a scaling -50% Regiment Drill Loss when full. This results in that every two soldiers you lose, you only lose Drill worth of one. Drill have had their defensive bonuses increased, to -25% Fire/Shock Damage received at 100% Drill, meaning you will lose a quarter less of your normal troops if you can maintain the professionalism of your army.

Together with Merc changes this should make it important for countries to try and maintain high drill to have their manpower reserve last as long as possible.

Some Extra Stuff

I did mention the new Portuguese National Ideas, so figured I should probably label those out for people.

Code:
POR_ideas = {
    start = {
        range = 0.25
        trade_efficiency = 0.15
    }
 
    bonus = {
        global_tariffs = 0.20
    }
 
    trigger = {
        tag = POR
    }
    free = yes        #will be added at load.
 
    legacy_of_the_navigator = {
        sunk_ship_morale_hit_recieved = -0.33
        disengagement_chance = 0.05
    }
    afonsine_ordinances = {
        global_trade_goods_size_modifier = 0.1
    }
    case_de_india = {
        global_trade_power = 0.1
    }
    land_before_faith = {
        global_colonial_growth = 15
    }
    the_bandeirantes = {
        merchants = 1
    }
    royal_absolutism = {
        build_cost = -0.15
        yearly_absolutism = 0.5
    }
    por_royal_military_academy = {
        defensiveness = 0.1
        artillery_power = 0.1
    }
}

afonsine_ordinances:0 "Afonsine Ordinance"
afonsine_ordinances_desc:0 "The growth in aristocratic privilege is a threat to the authority of the crown. We are going to prevent that growth by making the administration of justice being done via crown appointees rather than the nobility. This will ensure that the crown's interests are put first."
legacy_of_the_navigator:0 "Legacy of the Navigator"
legacy_of_the_navigator_desc:1 "Henry the Navigator was the third son of John I of Portugal. Knowing he would never be King, he spent his life promoting exploration and sea craft, funding expeditions, gathering knowledge about naval matters, and encouraging advances in naval technology. This legacy is still with us today and continues to inspire our sailors and admirals to push themselves to greater deeds."
case_de_india:0 "Feitorias"
case_de_india_desc:0 "Let us send forth our feitors to all corners of the eastern continents and establish our country as the dominant trading force in the Indian Ocean. By creating a network of strong fortified trading posts along the coasts of Africa and India we can dominate the local trade without spending great resources."
the_bandeirantes:0 "Encourage the Bandeirantes"
the_bandeirantes_desc:0 "Some members of expeditions into the interior for slave raiding would stumble across finds of gold and other precious metals and stones. These rumors would encourage hardy souls to journey to our colonies."
royal_absolutism:0 "Royal Absolutism"
royal_absolutism_desc:0 "For too long Royal Power has been limited by the foolish interventions by the nobility, whose narrow local interests are threatening the greater good of the realm. We will dissolve the Cortes and rule without their interference."
por_royal_military_academy:0 "Royal Academy of Fortification, Artillery and Drawing"
por_royal_military_academy_desc:0 "Our artillery corps and fortifications have long been the key to defending our land, making our small country a tougher nut to crack for enemy armies. We shall establish a military academy - the Academia Real de Fortificação, Artilharia e Desenho - to train our officers in these fields, so that they in turn may fashion our forts and our artillery corps into the finest in the world!"

And to end things with we will go through the vast amount of new Government Reforms we’ve added. Some of these might be something we’ve mentioned in a dev diary here and there but this can be seen as a complete list of what we’ve added so far. I’ll first start with @Meka66 overhaul of the Theocratic Reforms.

When government reforms were first introduced in Dharma, Theocracies were sadly a little neglected when it comes to government reforms; having only 5-tiers, equal to the number that Tribal governments get.

However, I have now spent a degree of time fleshing out Theocracy government reforms, adding 3 more tiers and a total of 27 all-new reforms! These reforms will be available both to the new Expansion coming with 1.30 patch and Dharma owners and will make the Theocratic playstyle a little more flexible. There are a number of new and interesting reforms available to Theocratic nations, so I’ll just go through and talk in detail about some of my favourites.

upload_2020-1-14_9-25-43.png


At Tier-2, players will be able to set the divine mission of their state to be to civilize those unfortunate primitives who do not yet follow the one true faith; granting a bonus to Native Assimilation and greatly reducing Native Uprising Chance. Combining this with Native Trading Policy will make your colonies stable and secure while always finding new followers amongst the native populace.

upload_2020-1-14_9-25-54.png


But why should your holy state be confined to perform its duties on land when the sea is rife with piratical heathens? Coastal Holy Orders will be able to take a number of reforms specialised in focussing their divine efforts to protecting the seas.

upload_2020-1-14_9-26-6.png


Monarchies and Republics have a long list of unique or regional government reforms, so I took some care to grant a few unique reforms to certain religions and cultures. Certain Asian nations will be able to integrate the Sohei Warrior Monks into their nation to greatly increase the capabilities of their armies.

upload_2020-1-14_9-26-23.png


One great weakness to the Monastic Order government as oppose to Leading Clergy is that Holy Orders are locked to rank-1. However, at tier-6 of the reform tree, Monastic Orders will be able to choose from an array of reforms that will allow them to freely switch government rank like any other nation, and unlock a few perks and mechanics previously unavailable to Theocracies.

upload_2020-1-14_9-26-39.png

upload_2020-1-14_9-26-44.png

upload_2020-1-14_9-27-5.png


upload_2020-1-14_9-27-18.png


At Tier-7 one must decide the nature of how faith interacts with your state. While the rest of the world considers separating the two, you know that we are all one people under the divine. This tier can grant some bonuses to conversion, or a Humanist Theocracy may determine that all people are equal under God.

upload_2020-1-14_9-27-26.png


At the final tier of reforms, the state decides how it interacts with the world and it may decide that the world will never be true and righteous so long as it is misguided by other states. By enacting One State Under God, you will gain a permanent warscore cost reduction against nations following other faiths. However, perhaps instead of uniting people into one faith, you focussed instead on the spread of your religion by force?

upload_2020-1-14_9-27-34.png


By enacting The Global Crusade, players will gain a permanent CB against foreign religions and will be able to force their religion through war even on countries from other religious groups.

upload_2020-1-14_9-27-44.png


upload_2020-1-14_9-27-53.png


Combining this reform with the age bonus gained in the Age of Reformation, you can spread your religion to some quite large nations. Here we can see I’ve spread the reformation into the Ottoman sultanate.

Here’s a fun little out take of where one of our Beta’s managed to make a Warrior Monk Pope. I’m so sad I have to fix that though.

upload_2020-1-14_9-50-43.png


Now to the full list of new Government Reforms that we have added. We have in total added 69 new Government Reforms.

Monarchies

Austrian Archduchy
  • -0.33 Liberty Desire from Subject Development
  • +5% Nobles Influence
Austrian Dual Monarchy
  • +2 Num Accepted Cultures
  • -2 Unrest
  • +2 Monarch Diplomatic Skill
  • -33% Promote Culture Cost
Legislative Sejm
  • Available for nation with Elective Monarchy
  • +1 Monarch Admin Power
Integrated Sejmiks
  • Available for nation with Elective Monarchy
  • -5 Years of Nationalism
Republics

Stratocratic Administration
  • Republican version of Prussian Monarchy
  • -0.02 Monthly war Exhaustion
  • +0.05 Monthly militarized Society
  • -0.075 Monthly Autonomy change
  • -0.5 Republican Tradition
  • -10 Max Absolutism
  • Generals become Rulers
Signoria
  • A better variant of Nepotism for Italians.
  • +5% Tax Modifier
  • -30 Max Absolutism
Protectorate Parliament
  • Enables Parliament Mehcanic
  • -0.05 Monthly Autonomy Change
  • +5% Land Morale
  • -20 Max Absolutism
  • -0.5 Republican Tradition
Military Dictatorship
  • -0.075 Monthly Autonomy Change
  • +10% Land Morale
  • -10 Max Absolutism
  • Generals become Rulers
Board of Admirals
  • Need full naval ideas and is not a pirate
  • +1 Leader Naval Fire
  • -0.5 Republican Tradition
  • Admirals Become Rulers
Imperial Diplomacy
  • Available for Free Cities
  • +2 Diplomatic Reputation
  • +1 Diplomatic Upkeep
  • Will make the Emperor like you move
Municipal Self-Defense
  • Available for Free Cities
  • +25% Land Forcelimit
  • +5000 Manpower
Liberte
  • For Revolutionary Nations
  • +0.1 Girondists Influence
  • +2 Accepted Cultures
Egalite
  • For Revolutionary Nations
  • +0.1 Jacobins Influence
  • +0.25 Republican Tradition
Fraternite
  • For Revolutionary Nations
  • +0.1 Imperial Influence
  • -20% Culture Conversion Cost
  • -25% Harsh Treatment Cost
Legislative Assembly
  • For Revolutionary Nations
  • +1.5 Yearly Revolutionary Zeal
National Constituent
  • For Revolutionary Nations
  • +15% Improve Relations
  • +1 Diplomatic Upkeep
The Feuillant System
  • For Revolutionary Nations
  • -10% Stability Cost
  • -0.1 Republican Tradition
The Two-Chamber System
  • For Revolutionary Nations
  • +1 Free Policy
  • +0.15 Republican Tradition
Absolute Power of the President
  • For Revolutionary Nations
  • -5% All Power Costs
  • +1 Election Cycle
A Revolutionary Council
  • For Revolutionary Nations
  • +10 Max Revolutionary Zeal
  • -1 Election Cycle
Revolutionary Principle
  • For Revolutionary Nations
  • +0.1 Girondists Influence
  • +10% Land Morale
  • +15% Manpower
Equality Principle
  • For Revolutionary Nations
  • +0.1 Jacobins Influence
  • +2 Tolerance of Heretic
  • +2 Tolerance of Heaten
Imperial Principle
  • For Revolutionary Nations
  • +0.1 Imperial Influence
  • -10% AE Impact
  • -10% Province Warscore Cost
Equal Electorate
  • For Revolutionary Nations
  • -2 Unrest
  • +10% Tax Modifier
  • +33% Female Advisor Chance
  • +0.1 Jacobins Influence
Three Social Classes
  • For Revolutionary Nations
  • +10% Administrative Efficiency
  • +0.1 Girondists Influence
Military Electorate
  • For Revolutionary Nations
  • +0.5 Army Tradition
  • +1 Land Leader Fire
  • +0.1 Imperial Influence
President For Life
  • For Revolutionary Nations
  • -0.5 Republican Tradition
  • +1 Monarch Admin Skill
  • +1 Monarch Military Skill
Government For People
  • For Revolutionary Nations
  • +20 Max Revolutionary Zeal
Become Rev. Empire
  • Does what it says. Needs Imperials to have high influence

Theocracies

Mission to Civilize
  • +35% native assimilation chance
  • -50% native uprising chance
Mission on the High Seas
  • +20% sailors modifier
  • +25% naval forcelimit
  • +33% capture ship chance
Mercantile Tithe
  • +5% global trade power
  • +10% burghers influence
  • +5% burghers loyalty
Divine Nobility
  • +1 yearly army tradition
  • +10% nobility influence
  • +5% nobility loyalty
Monastic Breweries
  • Catholic exclusive
  • +75% production of grain
  • +50% production of wine
Integration of the Sohei
  • Japanese/Eastern exclusive
  • +5% discipline
  • +10% infantry combat ability
  • +10% mercenary manpower
Embrace Conciliarism
  • Papal State exclusive
  • -50% cost to appoint Cardinals
Partial Secularisation
  • -10% idea cost
  • +5% institution spread
Clerical Commission
  • Theocracies only
  • -1 unrest
  • +1 diplomatic relations
Divine Guidance
  • Theocracies only
  • +20 max absolutism
Theocratic Democracy
  • Theocracies only
  • -1 unrest
  • Enables parliament (requires Common Sense)
Regionally Elected Commanders
  • Monastic Orders only
  • -1 unrest
  • Enables parliament (requires Common Sense)
  • Removes Tier-1 restriction
Open Public Elections
  • Monastic Orders only
  • -10% stability cost
  • +20 max absolutism
  • Enables Theocrats vs Militarists mechanics (requires Res Publica)
  • Removes Tier-1 restriction
A Dynastic Order
  • Monastic Orders only
  • +0.1 yearly devotion
  • +1 land leader fire
  • -20% harsh treatment cost
  • Generals become rulers on monarch death
  • Enables royal marriages
  • Removes Tier-1 restriction
Lords of the Sea
  • Monastic Orders only
  • +0.1 yearly devotion
  • +15% naval morale
  • +1 naval leader fire
  • Admirals become rulers on monarch death
  • Removes Tier-1 restriction
Church and State
  • +1 free policy
Soul and Body
  • +2 accepted cultures
God and Man
  • +1 missionaries
  • +1% missionary strength
Organising Our Faith
  • Pagan only
  • +1 yearly absolutism
  • +0.1 yearly devotion
One State Under God
  • Non Pagan Only
  • -30% warscore cost vs other religions
The Global Crusade
  • -40% enforce religion cost
  • Enables Global Crusade CB; allowing force conversion on Heathen countries
  • Using the “Release Nation” peace option will release a country following your religion
The Many Fingers of God
  • +2 tolerance of Heathens
  • +2 tolerance of Heretics
Priestly Autonomy
  • Pagans Only
  • +250 governing capacity
Proclaim Religious Head
  • Pagans Only
  • -20% warscore cost vs other religions
  • +1 diplomatic reputation
All Under Tengri (Tengri exclusive)
  • +15% cavalry combat ability
  • +25 cavalry-to-infantry ratio

Tribes

Barbaric Despoilers
  • Available to Steppe Hordes or nation with Great Mongol State Reform
  • +33% Raze Power Gain
Unified Horde Identity
  • Available to Steppe Hordes or nation with Great Mongol State Reform
  • +2 Horde Unity

Common

Black Army Reform
  • Available for Hungary
  • -15% Mercenary Maintenance
  • +2.5% Mercenary Discipline
  • -10% Nobles Loyalty
Crusader State
  • CB On Religious Enemies
  • +15% Manpower Recovery Speed
United Cantons
  • -150 Governing Capacity
  • +1 Free Policy
  • +50% Mercenary Manpower
  • -30 Max Absolutism
I hope I haven't missed any Government Reforms now. Hope you've enjoyed this development diary and as usual me and @Johan will be around to answer questions. Next Diary will come on the 4th of February.
 
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Espionage (both the idea group and the spy mechanics) needs an overhaul. Is espionage under consideration?

Nothing yet. Idea groups will remain largely unaffected except for republic tradition, absolutism, max # of states, naval ideas, and mercenary modifier.

I expect to hear more about corruption's role in one of these dev diaries though. And espionage is affected by that.
 
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Espionage (both the idea group and the spy mechanics) needs an overhaul. Is espionage under consideration?

Waiting to see what HOI4 does ;D
I'd love to do some espionage stuff but for 1.30 no.
 
Less than 0.1% of players have accomplished a WC. There's loads of players that cannot do it and go to here or reddit asking for advice. Just because there's a larger segment of active people that can WC, doesn't mean its become more or less skill-based, just that the game is literally 10-100x more popular than EU2 or early EU3 and naturally that's going to statistical consequences on the forums and reddit. EU4's also been the game in vogue for a much longer time, so its naturally going to have many more people mastering it.

Heck, the states and territories thing didn't even make WC easier, it made it less linear (no more wall of Syria) and slightly easier to play around with, but definitely not easier since you couldn't get thousands of half price 0 autonomy land anymore. Subject control was offset by making the subjects into zombie rebel factories and incapable of reasonable MP management. None of the WC people cried out the patch when they made the AI considerably better with finances (something that actually does make the game harder), but that was reverted anyway. I have seen a lot of WC people asking for better wartime AI because it makes the game incredibly easy when the AI runs to Siberia, which would also make the game harder to play.

The only thing the "WC Illuminati" complains about with these "Conquering is too powerful" threads is that they're going to make the game more tedious. Tedium is not the same thing as difficulty. I don't know why this concept is such a difficult one to understand for people.

Less than 1/3 of owners have the most brain-dead achievement the game has to offer (get a royal marriage).

Also, according to Steam, 1.3% have the wc achievement, or ~4.5% of the people who have the achievement for winning a war. That doesn't exactly scream excessive difficulty (1 of every 22 people that managed to win a war also managed a world conquest). In fact, there is no achievement the game offers with less than .2% completion with "Where am I" being the current poster child for most rare. Next time don't try and paint a picture with numbers pulled from thin air.

World conquest in EU IV has always been much more about putting up with the tedium than a real test of skill. This is borne out by the fact that there are dozens of achievements with a notably lower completion rate than WC (so presumably more difficult although some other factors certainly apply to many of them). Or that 1 in 7 who have completed a campaign to the end date (1.3% vs 9%) have conquered the world, or more than 1 in 4 that discovered the world (5%) have "conquered" it.
 
Hey! So me and @Johan have diligently been reading peoples feedback and ideas. I believe Johan as well mentioned on the Trade Company suggestions that he liked the super region idea in this thread. We are very well aware that the religious limitation conflicts with colonization and Propagate Religion. We will be changing the requirements as they are currently listed.

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.

Can we learn around when new patch will be aviable? I want to start a new series in game, as a streamer l need an info please.
 
Waiting to see what HOI4 does ;D
I'd love to do some espionage stuff but for 1.30 no.

I personally would love to see Portugal last idea switching place with the second one.

After all it was during the reign of Joao II that Portugal started equipping the navy with the best gear and men available.
Throughout the 15th century, naval artillery was the single greatest advantage the Portuguese held over their rivals in the Indian Ocean, and the Portuguese crown spared no expense in procuring and producing the best naval guns European technology permitted.[ Being a crown industry, cost considerations did not curb the pursuit of the best quality, best innovations and best training.The crown paid wage premiums and bonuses to lure the best European artisans and gunners to advance the industry in Portugal. Every cutting-edge innovation introduced elsewhere was immediately appropriated into Portuguese naval artillery – that includes bronze cannon (Flemish/German), breech-loading swivel-guns, truck carriages (possibly English), and the idea (originally French, c. 1501) of cutting square gunports (portinhola in Portuguese – also already created and tested in the Portuguese ships since 1490) in the hull to allow heavy cannon to be mounted below deck.

In this respect, the Portuguese spearheaded the evolution of modern naval warfare, moving away from the medieval warship, a carrier of armed men, aiming for the grapple, towards the modern idea of a floating artillery piece dedicated to resolving battles by gunnery alone.

Also one of the persistent military achievements of Portugal was the defense of its territory, in Europe or Overseas. Even in Asia the neglected portuguese forts hold out long sieges against superior enemies for long periods of time, like in the Dutch-Portuguese War. In Europe, Portugal was often very difficult to invade due to the attrition it caused in enemy armies, this would be highlighted in the late XVIIIth and early XIXth centuries.
 
Less than 1/3 of owners have the most brain-dead achievement the game has to offer (get a royal marriage).

Reflecting the fact that most people don't play ironman. Of course there will be some who bought the game on a discount but never really made any attempt to play it as well.

Also, according to Steam, 1.3% have the wc achievement, or ~4.5% of the people who have the achievement for winning a war. That doesn't exactly scream excessive difficulty (1 of every 22 people that managed to win a war also managed a world conquest). In fact, there is no achievement the game offers with less than .2% completion with "Where am I" being the current poster child for most rare. Next time don't try and paint a picture with numbers pulled from thin air.

I would think those numbers actually do suggest that WC is very difficult. Even if we just go with 4.5% of players who make some kind of attempt to play the game seriously making it, that still means that WC-level play is restricted to elite players only. But I don't think that number is right. I think we can assume that only a vanishingly small number of non-ironman players will have ever completed a WC, and we know that the majority of players to not play ironman. So that 1 in 22 is really more like 1 in 50.

World conquest in EU IV has always been much more about putting up with the tedium than a real test of skill. This is borne out by the fact that there are dozens of achievements with a notably lower completion rate than WC (so presumably more difficult although some other factors certainly apply to many of them). Or that 1 in 7 who have completed a campaign to the end date (1.3% vs 9%) have conquered the world, or more than 1 in 4 that discovered the world (5%) have "conquered" it.

Certainly it is to an extent about putting up with tedium during that final WC sweep (this is a big part of why people object so strongly to terrcorr - it mostly just makes that sweep take longer along with skill equalising by punishing people who are able to expand faster than others) but it does also require a very high level of knowing what you are doing. This is borne out by all the threads asking for help with WC here and on Reddit. Not just the existence of those threads, but the sorts of questions they tend to ask reflect a playerbase that largely doesn't understand how to achieve a WC.

Comparing the achievement rate to more niche achievements isn't so helpful. Conquering the world is a very natural objective and is the one that sticks out to people as the thing they really want to do. Sun Never Sets on the Indian Empire is something, for example, that you're only ever going to achieve if you decide to dedicate a run to getting that achieve. You would find it hard to argue that that achieve is harder than a WC given that it can be attained by conquering much less than the entire world from a relatively easy starting position. Only 0.9% of players have that, and it's both easier than a WC and omits all the tedium as once you're strong enough you can just pop out and conquer the required provinces without the need to sweep the entire world.

It's also not correct to say that 1 in 7 people who have played a campaign to the end date have conquered the world. I've done the latter but not the former and I don't think I'm anywhere close to alone in that.

In general people who do a WC don't even consider attempting it until they have a few hundred hours under the belt. It's a level of expertise that most players never even approach. It seems easy enough once you know how to do it, but that doesn't change the fact that the very vast majority of players do not know how to do it.
 
Less than 1/3 of owners have the most brain-dead achievement the game has to offer (get a royal marriage).

Also, according to Steam, 1.3% have the wc achievement, or ~4.5% of the people who have the achievement for winning a war. That doesn't exactly scream excessive difficulty (1 of every 22 people that managed to win a war also managed a world conquest). In fact, there is no achievement the game offers with less than .2% completion with "Where am I" being the current poster child for most rare. Next time don't try and paint a picture with numbers pulled from thin air.

World conquest in EU IV has always been much more about putting up with the tedium than a real test of skill. This is borne out by the fact that there are dozens of achievements with a notably lower completion rate than WC (so presumably more difficult although some other factors certainly apply to many of them). Or that 1 in 7 who have completed a campaign to the end date (1.3% vs 9%) have conquered the world, or more than 1 in 4 that discovered the world (5%) have "conquered" it.

Steam achievements are notoriously easy to game. Between unlocking software and the hundreds of glitches that allowed for easy achevos (looking at you save editing exploits) the numbers are not accurate at such small values. Fraudulent unlocking is always going to be a big factor when your unlock rate is in the 1% range. In a 7 year old game (and a 7 year old achievement), 1.3% is an incredibly tiny number for most steam games that see continuous play. Yes, my number was arbitrary, because the actual number didn't matter. Its obviously not that common.

Repeatedly stating your opinion "World conquest in EU IV has always been much more about putting up with the tedium than a real test of skill" as a fact does not make it true. Especially if you want to compare it to EU3 or EU2 which were far buggier and had far fewer people willing to actually obtain the skills required to WC. Heck, WC being less common in a game doesn't even make it more skillful. EU1 didn't allow WCs because you couldn't take capital states, but I don't think anyone reasonable would say that made it more skillful. The older paradox games were full of hard caps that didn't increase the skill threshold (Vic2's Jingoism has ways to game it, but is one of the harshest examples). You're conflating two very different things with skill and rarity. Complaining about tedium in WCs to people that are actively trying to decrease the tedium in WC is also pretty silly.
 
Spanish trade companies can be called in different ways, you have an ASIENTO, which is a monopoly grant of a product to a trading partnership, and then the famous CASA DE CONTRATACIÓN or CASA DE INDIAS, the House of Trade with the Indies. You can also go for AUDIENCIA, the hearing hall for trade appeals, or PERMISO, the royal charter which allowed ships to trade certain state monopoly goods, or CONCEJO, like the HONRADO CONCEJO DE LA MESTA, a partnership of royal-approved wool producers and traders.

As for Catalan, CONSOLAT (Consulate) is the obvious choice. The SEA CONSULATES were the main driving forces of trade, some sort of trade companies, halls of appeal and embassies, all rolled up in one. TAULA (as in TAULA DE CANVI, a Barcelona-based Medieval bank) is also a good choice, as is BORSA (both have financial goals), as is PRIVILEGI, SOCIETAT, COMANDA. There's also ESCARCELLA (a mix between mercantile partnership, VIP couriers and brokers/information traders), although those were usually smaller, regardless of how important of powerful they could have become. Also, LLOTJA (Lodge).
 
@Meka66 Groogy said to @ you for this:

When the knights form Jerusalem, they lose monastic order reform and get Crusader State. But by doing this they will also lose the t5 reforms that are exclusive to monastic orders like lord of the sea. Is it possible to change it so forming jerusalem as the knights lets you keep these reforms? it feels like theocratic jerusalem is intended to still be a monastic order, so it shouldnt lose it logically, and from a playing prospective it would feel terrible to lose out the unique gov mechanics just by forming the intended target formation of your country
 
I like the more dynamic trade companies, this will make much more interesting for europeans and rotw.

On the portuguese ideas I like that they are getting some attention, and I would to comment on them as I think they can still be improved to be more in check with history (and still be fun).

Start
range = 0.25
trade_efficiency = 0.15

It seems both trade and colonial ranges are now merged, which is good (trade range is mostly useless for Portugal as Portugal will get there by colonisation anyway).
Trade effciency combined to 15% right off the bat is also great - for me the problem with Portugal at start is that it is way too poor. Trade efficiency is a bit weird because Portugal was getting the money not by being awesome traders but by getting to the sources directly and with naval impunity. I'm ok with trade efficiency to gear Portugal to a more trade focus and get the necessary money at start.

When I imagine what an historical Portugal would actually have as (2) starting ideas at 1444 would be:

1) Can recruit explorers and conquistadors
Norway gets this as their first idea so it isn't unheard of and Portugal was the only country in the world at this time really actively seeking undiscovered land. It even starts with an explorer, but I think it deserves to get explorers on the go. It will be awkward to have a useless first idea on exploration but that's ok I guess.

2) Increased range or trade efficiency. Portugal was going far flung due to the impetus on exploration so extra range makes sense. Trade efficiency could be scrapped from this start if the portuguese economy is good enough. It is about this time that the discoveries start to pay off by themselves so I would be fine with trade efficency coming in the next idea.


legacy_of_the_navigator = {
sunk_ship_morale_hit_recieved = -0.33
disengagement_chance = 0.05
}

Honestly seems too weak for what Portugal was. Portugal needs a strong direct offensive naval power and it shouldn't be small. The game starts with England as the master of the seas (heavy ship combat ability + naval tradition as first idea) but until the 1600s the undisputed atlantic naval power was Portugal. In 1444 Portugal is taking steps to that supremacy that will achieve in the 1470s and continue to grow stronger.
Portugal should relativeily quickly in the game to become a key naval power. Right now Portugal has too little ships, is too poor and has no bonuses to reflect this.
So honestly although this is a step in the right direction, is it too little.
Let Portugal have a +20% naval morale like GB has or something to get a real dramatic bonus to highlight the quality of the navies.

afonsine_ordinances = {
global_trade_goods_size_modifier = 0.1
}

I don't like the justification of this idea and it being here so soon.
Portugal as never good at producing stuff (outside the colonies) and I don't see the Afonsine ordinances being this good to justify such a fantastic bonus.
I would suggest either to put this idea later with a different name or have a different approach, to tackle another problem Portugal has: diplomacy or lack thereof.

Portugal in the game is generally too far away for european countries to bother to marry Portugal.
This is historically absurd as in real life Portugal was married to Burgundy (it should at start!) but would also marry a princess to the HRE (Austria) in 1452. Portugal was surely not far away to get strong dynastic ties.
Also Portugal was very sucessful diplomatically, resolving several conflicts without war (Tordesillas/Zaragoza with Spain for example) and maneuvering through several wars by picking the right fights (almost everything after 1640).
I think Portugal should have something to be less isolated in Europe, something like diplomatic reputation or less distance penalties for diplomatic actions or something.

case_de_india = {
global_trade_power = 0.1
}

Simulates feitorias, works very well. A discount on trade company buildings would be fine as well.

land_before_faith = {
global_colonial_growth = 15
}

This is ok, Portugal wasn't the most massive coloniser but Portugal did indeed flood Brazil quite quickly for such a small country.

the_bandeirantes = {
merchants = 1
}

Like some people have said, the bandeirantes were more like explorers than traders. Maybe put his name on the previous idea or something. In any case the bandeirantes did indeed open more goods for trade, so it ended up kinda trade related. Maybe the goods produced could be here? I dunno.


royal_absolutism = {
build_cost = -0.15
yearly_absolutism = 0.5
}

It's okish, I mean, the building reduction is great but the absolutist buildings were more show and art than exactly infrastructure building spree. It would be more fitting to be like +1 yearly prestige or legitimacy but building cost helps with trade stuff so it's ok too.

por_royal_military_academy = {
defensiveness = 0.1
artillery_power = 0.1
}
}

Finally a land miliary bonuses and I think defensiveness really fits well with Portugal, both at the asian empire fortifications and at the defence of Portugal proper.
Portugal was fantastic and innovative with artillery during the empire era (1450-1600), especially in ships where it spearheaded then entire modern naval warfare, but in later centuries Portugal pretty much went afk in land warfare so it's weird that it is present here "so late".
In land warfare, during the asian empire era, Portugal was good for 2 reasons: fantastic artillery and big morale, but it lacked in discipline. They were basically crazy suicidal people with good cannons. So artillery power is fine, raw morale would be fine too, but no discipline bonus for Portugal.

bonus = {
global_tariffs = 0.20
}

Works well as last "idea" as at mid/late game Portugal was all about Brazil (aka tariffs). Just make tariffs a little better in general.

***********

Now I want to talk about another things: please please rework the Castilian Civil War event chain.
It's absurd that Spain gets missions to PU the entire western Europe, including Portugal because of a sucession in 1580, and not treat the Castilian Civil War in the same way.
And the iberian wedding could be wrapped up in this too.

Basically for those that don't know when Henrique IV of Castile died he had a daughter, Joana, but the court split in support of her or of her aunt, Isabella of Castile.
In order to defend her claim she was married to king Afonso V of Portugal while Isabella married Ferdinand II of Aragon.
This was the war, basically a dance where Castile would fall to PU with Portugal or with Aragon.
Historically the portuguese army was stopped to a stalamate against the castilian-aragonese army at Toro and a peace treaty was forced, basically Portugal would allow Isabella to be queen of castile while Portugal would keep exclusive navigation rights south of the Canaries (the castilian armada during the war tried to trade in Guinea but the portuguese armada obliterated them), this was the Treaty of Alcáçovas and one of the reasons later the treaty of Tordesillas would be needed.

So ingame the castilian civil war event chain is just useless as Portugal has nothing to gain from it, when historically it could acquire the castilian crown, a massive game changer in Iberia.

Even after the war, the iberian kings keep marrying and in 2 more times in the XVth century Portugal had a prince/king married to a spanish princess that would eventually get the throne as Juan's sickly health was dubious at best. A child, heir to all 3 kingdoms, was even born (Miguel da Paz), but he lived only 2 years. So the iberian kingdoms were indeed not afraid of joining their crowns, and the Iberian Wedding event could be represented in a new chain of iberian wedding events.

I would even suggest to create a new tag (Hispania), with the coat of Spain + portugal at the center, to represent a full "Spain" and not the one that we historically did (ingame Portugal can form Spain but the flag of Spain lacks the portuguese coa, like the Habsburgs did when they got Portugal).
 
Any plans to make all religions playable, allowing people to play as some of the religions only playable in CK2 conversions? For me the main on would be Hellenism, but I'm sure others would appreciate some of the other religions being playable without converting a CK2 save.

Also ading some more substance to these religions, particularly the more colorful pagan ones, also wouldn't be a bad thing.
 
Hey! So me and @Johan have diligently been reading peoples feedback and ideas. I believe Johan as well mentioned on the Trade Company suggestions that he liked the super region idea in this thread. We are very well aware that the religious limitation conflicts with colonization and Propagate Religion. We will be changing the requirements as they are currently listed.

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.
Thanks for listening to our feedback! You're the best.
 
Sounds like a lot of good changes to me.

Although the governing capacity numbers seem too low, especially early game. And while they definitely needed a nerf, increasing the minimum autonomy of trade companies to 80% seems too much of a nerf. Same with territories, they were borderline useless at 75% anyway, now at 90% they're just completely useless. Can only hope the -min autonomy in territories reform has been increased to -40% or something rather than the paltry -10%

Quite the opposite. The minimun autonomy in territories should go now to -5%. From 90% to 85% the territories become 50% "better". From 90% to 50% territories would become 400% better, which is crazy.

Right now, from 75% to 65%, the reform makes territories 40% better.
 
Quite the opposite. The minimun autonomy in territories should go now to -5%. From 90% to 85% the territories become 50% "better". From 90% to 50% territories would become 400% better, which is crazy.

Right now, from 75% to 65%, the reform makes territories 40% better.
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.
 
@Groogy

Hey! So me and @Johan have diligently been reading peoples feedback and ideas. I believe Johan as well mentioned on the Trade Company suggestions that he liked the super region idea in this thread. We are very well aware that the religious limitation conflicts with colonization and Propagate Religion. We will be changing the requirements as they are currently listed.

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.

From a gameplay perspective i see problems with this system:
1. spam courthouses in every territory (or state --> if thats the case will the macrobuilder recognize that it alreay has been built in that state?)
2. search every territory for buildings to scrap to make room for the courthouses

This WILL result in much more tedium and unnecessary spamming of courthouses in wide campaigns.

My solution:
1. Make territories not count towards Governing Capacity (They are at 90% autonomy floor now, which will be enough to make them less usefull)
2. Balance the new cap around building courthouses in you´re states only.

--> This would incentivize the player to build their states appropriate and govern them well.
--> This will result in much less clicks for the players, but will keep the intention of the development team

In my opinion this would be a win-win for the community and the development team.
 
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