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Welcome to another development diary about Europa Universalis IV (EU4)! This time we're talking about the envoys you have at your disposal.

Throughout the Europa Universalis series, envoys have been resources you could spend to take certain actions in the game. “Envoy” is a word we actually use quite a lot internally, but probably not as much when describing the game to you all before. Still, you know what we mean. You would get a colonist and send him to make a colony. Get a missionary and send him to convert the heathen.

In Europa Universalis IV (EU4), prepare for the fact that the envoys and how they are used have undergone major changes. In Europa Universalis IV (EU4), envoys are not treated as resources and will, to a larger extent be persons at your disposal that take actions by your command. It's a subtle difference, but we'll clarify it shortly.
Envoys are still used to make alliances, create colonies or take spy actions, but it quite different ways.

First of all, as we mentioned in the last development diary, the spies and the magistrates has been cut with a sharp blade. You can read about the reasons here. (Link to previous devdiary)
We are absolutely keeping the diplomats, colonists, merchants and missionaries in EU4, however you will see that their behavior will change.

Monetary cost for envoys have been removed
In a move that may surprise some people, we have completely removed the monetary cost for the envoys. We've done this for a few reasons. .
First of all, removing the cost means that we can simulate the abilities of poorer or smaller countries being able to do things on the same scale as others. So a vast Portuguese colonial empire is more likely to happen. This was difficult to make possible in the old model - unless you gave country-specific price reductions or made the cost irrelevant for richer countries.

Secondly, removing the monetary cost removes the consistency issue that existed in Europa Universalis III (EU3) for newcomers to the games. Having some envoy actions (diplomacy, magistrates) cost nothing while the others required some cash could be confusing.

Finally, removing the monetary cost reduces the number of ways the AI has to screw up handling money. This means fewer potential ways for the player to exploit the AI and fewer drawbacks for the AI when it looks at its options. We hope this will make the game more challenging for you as a player.

Your number of envoys will be your limit
All of this adds up to the only limit on your envoy actions being the number of envoys you have at your disposal. Therefore you should not be limited by the amount of money you have. But it also means that if you have three diplomats, you can only have three diplomatic actions going at once. More on this shortly.

No connective between diplomats/colonists and leader recruitment
We have removed the connection between diplomats/colonists and the recruitment of leaders. It was never any actual restriction for the player and with the other changes it made sense to change it.

Envoys are now separate entities
The biggest change for you is the concept that envoys will no longer be a resource that accrues value that increases every month. All envoys are now entities that are assigned to a mission and sent on the mission, similar to how you give your court members tasks in Crusader Kings II. And, while the envoys are on their missions, they will not available to do anything else than the mission you have assigned to them. We feel that it will create more interesting strategic decisions for you as a player.

Because if you only have two diplomats, what will you do? Do you want both of your diplomats out on missions, or do you want to keep one at home?
Missions also take time to perform from start or end, so this naturally keeps your envoys occupied for a certain point of time, especially since their travel time is also taken into account.Envoys becomes less an object you need to spend and more active participants in your national policy.

The Diplomats
Some of the diplomats actions will still be instant, but quite a few will now be missions that the diplomats are assigned. Diplomats will also do some of the actions that spies did previously in EU3. We promise, we will go into detail on new aspects of the diplomats and their actions over several development diaries before the game releases, so stay with us!

The Missionaries
The missionaries will work as before, in that you give them a mission to convert a province to your chosen faith, and they have a chance every month to succeed. The only difference is that the amount of missionaries you will have at your disposal will limit the amount of activity you can do in parallel.
This hard limit on simultaneous conversions will make religious ideas a more important option for anyone that is interested in conquering a lot of people of another faith.

The Merchants & Colonists
The merchants and colonists will perform actions similar to EU3, but we'll go into detail regarding those later ;)

So when you use envoys in Europa Universalis IV (EU4), it will be more about strategic choices of where to use them and when to use them, instead of simply putting them to work as soon as you can afford them. In our testing so far, this has proven to be a rather dramatic change, and one that is greatly appreciated by the players. So we really hope you will enjoy envoys!
This was all for now, next week we will talk about the budget and the new economy system.

Here's a screenshot showing some new stuff... :)

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Might be an idea to thin out the borders. In places like central Germany, with so many tiny countries, it could look a bit crowded and harsh to have such a density of thick, coulorful borders.
+1

My first impression of that map was "My god, it's covered in dots!" The double-thickness national borders, the trade routes... I know the aim of EU4 is to make the terrain map convey more information, but that screenshot is just too overwhelming. Maybe instead of the double national borders, you could have a single line combining all four colours? (Or still two-colour, but just one colour per country instead of two - so the Franco-Castillian border would be dotted blue and yellow, the Franco-Burgundian border blue and purple, and so on.)
 
Will some diplomatic actions be instant? Like declaring war?

Are all envoys the same or are some better than others? Do each envoy have certain amounts of skill, like one merchant being better (in general and/or something specific) than another merchant, and so on with all of the different types of envoys.
 
Or still two-colour, but just one colour per country instead of two - so the Franco-Castillian border would be dotted blue and yellow, the Franco-Burgundian border blue and purple, and so on.

This quickly gets tricky though as many countries share a few number of colors.
 
Will some diplomatic actions be instant? Like declaring war?

Are all envoys the same or are some better than others? Do each envoy have certain amounts of skill, like one merchant being better (in general and/or something specific) than another merchant, and so on with all of the different types of envoys.

same skillz.
 
I'm warily optimistic about this.

Why wary? In Divine Wind, Magistrates were presented much in this way, and ended up being solely a "nerf system" meant to hamper large (ie, player-sized) realms forthe sake of hampering them, without bringing anything to the table. But in fact, an Empire with 100 provinces should have VASTLY more diplomatic power than a 10 province small kingdom. I'm highly curious to know whether this will be the case, whether an expanded realm will be able to more or less maintain proportional influence, or whether we're being pigeonholed into "small is better" again, ala DW...

Very good Post. I hope this system is not used to penalize the player for having a great empire (not because there should be no penalties, but because it feels way too easy to simply restrict the player, exactly like magistrates); only having a limited numebr of options is good, but I hope this does not become infeasible for larger nations. I'm all for making the game harder on the player, but generally it is not so fun to simply reduce features in order to achieve balance. Magistrates felt like : "Oh if I give the player the ability to build all the glorious buildings I have just designed, he'lla bsolutely steamroll the AI. I need a mechanism to equalize province growth that works outside of money ;)).

But I have every faith Paradox to make EU4 what it is supposed to be :).
 
What are the three icons on the top left corner of the pic (the paper, the dove and the swords)? are those for the nation leader trates (adm, dip, mil)?
 
+1

My first impression of that map was "My god, it's covered in dots!" The double-thickness national borders, the trade routes... I know the aim of EU4 is to make the terrain map convey more information, but that screenshot is just too overwhelming. Maybe instead of the double national borders, you could have a single line combining all four colours? (Or still two-colour, but just one colour per country instead of two - so the Franco-Castillian border would be dotted blue and yellow, the Franco-Burgundian border blue and purple, and so on.)

I disagree, the new boarders are well done, and will make it possible to play more on terrain mode then before. I love it!
 
I'm warily optimistic about this.

Why wary? In Divine Wind, Magistrates were presented much in this way, and ended up being solely a "nerf system" meant to hamper large (ie, player-sized) realms forthe sake of hampering them, without bringing anything to the table. But in fact, an Empire with 100 provinces should have VASTLY more diplomatic power than a 10 province small kingdom. I'm highly curious to know whether this will be the case, whether an expanded realm will be able to more or less maintain proportional influence, or whether we're being pigeonholed into "small is better" again, ala DW...

Very good Post. I hope this system is not used to penalize the player for having a great empire (not because there should be no penalties, but because it feels way too easy to simply restrict the player, exactly like magistrates); only having a limited numebr of options is good, but I hope this does not become infeasible for larger nations. I'm all for making the game harder on the player, but generally it is not so fun to simply reduce features in order to achieve balance. Magistrates felt like : "Oh if I give the player the ability to build all the glorious buildings I have just designed, he'lla bsolutely steamroll the AI. I need a mechanism to equalize province growth that works outside of money ;)).

But I have every faith Paradox to make EU4 what it is supposed to be :).

Restricting huge empires in different game mechanics and in different ways will be in, but I have a feeling it will be done more elegantly then ever before. This is meant to be a good game, not one without game design, so I'm afraid you'll have to live with it!
What's the fun if the easy peasyness of the game increases even more rapidly then today along with you having a huger and huger empire? Want the hard choices of what to prioritize in diplomacy be non excistant once your empire has reached a set number of provinces? Sounds like fun game design.....
 
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Why wary? In Divine Wind, Magistrates were presented much in this way, and ended up being solely a "nerf system" meant to hamper large (ie, player-sized) realms forthe sake of hampering them, without bringing anything to the table. But in fact, an Empire with 100 provinces should have VASTLY more diplomatic power than a 10 province small kingdom.

Must say I disagree. The limit magistrates put on buildings we're rather realistic. It makes sense that an Italian OPM had most buildings in his one province, and makes equally sense that a Russian Empire didn't have all buildings in all provinces.
 
Must say I disagree. The limit magistrates put on buildings we're rather realistic. It makes sense that an Italian OPM had most buildings in his one province, and makes equally sense that a Russian Empire didn't have all buildings in all provinces.

Yep, I liked it too, and it was a well working mechanism. I hope there still is some restrictions in the new system. But I'm not worried, I trust the game to be well designed overall anyways.
 
Paradox Interactive presents CK2: Europa Universalis Edition

Yeah I'm getting a bit worried about that too. CK2 is far too random for my liking. I hate "luck" (or lack thereof) in strategy games. If you exclude how unbalanced events have been for pretty much EU3 (I only started in 2.2) and compare it with CK2, you will see that the battles in EU3 are much more balanced and much more fun because of it. CK2 battles feel so random as they are!

I really miss that little option called "Turn off Random Events" in Master of Orion 2. It was extremely popular in multiplayer games too, since it would measure how good someone's strategy was.
 
Must say I disagree. The limit magistrates put on buildings we're rather realistic. It makes sense that an Italian OPM had most buildings in his one province, and makes equally sense that a Russian Empire didn't have all buildings in all provinces.

It doesn't make much sense either that the Russian Empire would have the same number of buildings as the Italian OPM just spread out more. If the player has the vast resources to construct buildings in every province, then why not? It would involve a vast investment on the players part.