Europa Universalis IV: Res Publica - Dev diary 1: Merchant Republics/National Focus

Wizzington

Game Director (Victoria 3)
Moderator
41 Badges
Nov 15, 2007
12.073
107.046
  • Hearts of Iron II: Armageddon
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Sengoku
  • Europa Universalis: Rome
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • March of the Eagles
  • Majesty 2
  • Magicka
  • Heir to the Throne
  • Arsenal of Democracy
  • Crusader Kings II
  • Darkest Hour
  • Europa Universalis III Complete
  • Deus Vult
  • East India Company
  • Europa Universalis III
  • Divine Wind
  • For The Glory
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Prison Architect
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Victoria 2
Europa Universalis IV: Res Publica - Dev diary 1: Merchant Republics/National Focus

Welcome to the first developer diary for the Res Publica mini-expansion for Europa Universalis 4. In this diary we’ll be looking at the various ways in which Merchant Republics are expanded and fleshed out in both the expansion and the patch, as well as the new ‘National Focus’ mechanic.

Trade Posts
With the Res Publica expansion, Merchant Republics will now have the option to create a Trade Post in provinces they own. A Trade Post costs 50 administrative power and gives the province +15 trade power and +1 naval forcelimits. Each Merchant Republic can only have a single Trade Post in each node, and cannot create Trade Posts in their home node. This makes territorial control of outposts such as Venice’s Crete far more important to a Merchant Republic that wants to pull a large amount of trade home.

National Focus
With the Res Publica expansion, all nations will be able to set their National Focus. National Focus can be set to either Administrative Power, Diplomatic Power, Military Power, or unfocused. When set to a power, the National Focus increases the base gain to that power by +2 but reduces the base gain in other powers by -1, so a National Focus in Administrative gives the player a base power gain of +5 administrative, +2 diplomatic and +2 military instead of +3 to each when unfocused. This allows a country to focus power into a category where they have a need, for example due to a new idea group, being behind in technology, or having a monarch with poor abilities in that category. The National Focus can be changed every 25 years.

eu4_4.png

Merchant Republic Factions
Included for free in the 1.7 patch is a faction system for Merchant Republics similar to the one for Ming. Merchant Republics will have three factions, The Guilds, The Traders and The Aristocrats, and will be able to spend monarch points to increase the backing for the faction they prefer so that faction is in control. If The Guilds are in control, the republic gets +10% national goods produced and -10% build cost but -10% national manpower. If The Traders are in control, the republic gets +10% global trade power and -10% naval maintenance but -5% to tax income. If The Aristocrats are in control the republic gets +10% land morale and -10% land maintenance but -15% foreign trade power. For those that own the expansion there are also quite a few new events for the Merchant Republic faction system.

eu4_1.png

Technology Changes
Lastly in this dev diary, we’re making some tweaks to the neighbour bonus and technology groups that are included for free in the 1.7 patch. We felt that the reduction of the neighbour bonus in 1.6 was too harsh on nations that needed to catch up after Westernizing or from falling behind due to a poor monarch, so we’ve increased the neighbour bonus back to -5% for each technology level you are behind the tech leader in your tech group, with a maximum reduction of -75%. To encourage countries to stay on the cutting edge of administrative and diplomatic technology instead of waiting for the neighbour bonus, we’ve instead introduced bonuses for nations that are ahead of time in those technologies, with nations that are ahead of time in Administrative tech gaining +20% production efficiency and nations that are ahead of time in Diplomatic tech gaining +20% trade efficiency. No additional bonus was added for nations that are ahead of time in Military technology, as the military advantages are bonus enough.

In addition to these changes, we’ve also made life a little easier for some of the slower tech groups by removing all monarch power penalties associated with technology groups, so Chinese nations will no longer gain -1 to all monarch powers, African nations will no longer gain -2, and so on.


In the next dev diary we will talk about the Dutch Republic mechanics and new idea groups, so stay tuned!
 
Last edited:

saegoto

General
27 Badges
Sep 4, 2012
1.771
789
  • Hearts of Iron IV: Cadet
  • Europa Universalis 4: Emperor
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Imperator: Rome - Magna Graecia
  • Imperator: Rome
  • Europa Universalis IV: Dharma
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders III
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
Trade Posts
With the Res Publica expansion, Merchant Republics will now have the option to create a Trade Post in provinces they own. A Trade Post costs 50 administrative power and gives the province +15 trade power and +1 naval forcelimits. Each Merchant Republic can only have a single Trade Post in each node, and cannot create Trade Posts in their home node. This makes territorial control of outposts such as Venice’s Crete far more important to a Merchant Republic that wants to pull a large amount of trade home.

hmm I wonder how it will work.

National Focus
With the Res Publica expansion, all nations will be able to set their National Focus. National Focus can be set to either Administrative Power, Diplomatic Power, Military Power, or unfocused. When set to a power, the National Focus increases the base gain to that power by +2 but reduces the base gain in other powers by -1, so a National Focus in Administrative gives the player a base power gain of +5 administrative, +2 diplomatic and +2 military instead of +3 to each when unfocused. This allows a country to focus power into a category where they have a need, for example due to a new idea group, being behind in technology, or having a monarch with poor abilities in that category. The National Focus can be changed every 25 years.

Great idea guys. It diversifies the game and adds more strategic opportunities.

Merchant Republic Factions
Included for free in the 1.7 patch is a faction system for Merchant Republics similar to the one for Ming. Merchant Republics will have three factions, The Guilds, The Traders and The Aristocrats, and will be able to spend monarch points to increase the backing for the faction they prefer so that faction is in control. If The Guilds are in control, the republic gets +10% national goods produced and -10% build cost but -10% national manpower. If The Traders are in control, the republic gets +10% global trade power and -10% naval maintenance but -5% to tax income. If The Aristocrats are in control the republic gets +10% land morale and -10% land maintenance but -15% foreign trade power. For those that own the expansion there are also quite a few new events for the Merchant Republic faction system.

A step to the right direction. The game needs more internal mechanisms.

Technology Changes
Lastly in this dev diary, we’re making some tweaks to the neighbour bonus and technology groups that are included for free in the 1.7 patch. We felt that the reduction of the neighbour bonus in 1.6 was too harsh on nations that needed to catch up after Westernizing or from falling behind due to a poor monarch, so we’ve increased the neighbour bonus back to -5% for each technology level you are behind the tech leader in your tech group, with a maximum reduction of -75%. To encourage countries to stay on the cutting edge of administrative and diplomatic technology instead of waiting for the neighbour bonus, we’ve instead introduced bonuses for nations that are ahead of time in those technologies, with nations that are ahead of time in Administrative tech gaining +20% production efficiency and nations that are ahead of time in Diplomatic tech gaining +20% trade efficiency. No additional bonus was added for nations that are ahead of time in Military technology, as the military advantages are bonus enough.

Yes, award for those being ahead of time in technology it's a great solution. Nobody wanted to go ahead with adm and dip tech - waste of monarch points and no benefits.
In addition to these changes, we’ve also made life a little easier for some of the slower tech groups by removing all monarch power penalties associated with technology groups, so Chinese nations will no longer gain -1 to all monarch powers, African nations will no longer gain -2, and so on.

NonEuropean fobs will be pleased.
 
Last edited:

oblio-

Wallachian Warlord
16 Badges
Dec 4, 2013
3.603
1.089
oblio360.com
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Europa Universalis IV: Rights of Man
  • BATTLETECH
  • Age of Wonders III
  • Prison Architect
Europa Universalis IV: Res Publica - Dev diary 1: Merchant Republics/National Focus

Welcome to the first developer diary for the Res Publica mini-expansion for Europa Universalis 4. In this diary we’ll be looking at the various ways in which Merchant Republics are expanded and fleshed out in both the expansion and the patch, as well as the new ‘National Focus’ mechanic.

Trade Posts
With the Res Publica expansion, Merchant Republics will now have the option to create a Trade Post in provinces they own. A Trade Post costs 50 administrative power and gives the province +15 trade power and +1 naval forcelimits. Each Merchant Republic can only have a single Trade Post in each node, and cannot create Trade Posts in their home node. This makes territorial control of outposts such as Venice’s Crete far more important to a Merchant Republic that wants to pull a large amount of trade home.

National Focus
With the Res Publica expansion, all nations will be able to set their National Focus. National Focus can be set to either Administrative Power, Diplomatic Power, Military Power, or unfocused. When set to a power, the National Focus increases the base gain to that power by +2 but reduces the base gain in other powers by -1, so a National Focus in Administrative gives the player a base power gain of +5 administrative, +2 diplomatic and +2 military instead of +3 to each when unfocused. This allows a country to focus power into a category where they have a need, for example due to a new idea group, being behind in technology, or having a monarch with poor abilities in that category. The National Focus can be changed every 25 years.

View attachment 110468

Merchant Republic Factions
Included for free in the 1.7 patch is a faction system for Merchant Republics similar to the one for Ming. Merchant Republics will have three factions, The Guilds, The Traders and The Aristocrats, and will be able to spend monarch points to increase the backing for the faction they prefer so that faction is in control. If The Guilds are in control, the republic gets +10% national goods produced and -10% build cost but -10% national manpower. If The Traders are in control, the republic gets +10% global trade power and -10% naval maintenance but -5% to tax income. If The Aristocrats are in control the republic gets +10% land morale and -10% land maintenance but -15% foreign trade power. For those that own the expansion there are also quite a few new events for the Merchant Republic faction system.

View attachment 110469

Technology Changes
Lastly in this dev diary, we’re making some tweaks to the neighbour bonus and technology groups that are included for free in the 1.7 patch. We felt that the reduction of the neighbour bonus in 1.6 was too harsh on nations that needed to catch up after Westernizing or from falling behind due to a poor monarch, so we’ve increased the neighbour bonus back to -5% for each technology level you are behind the tech leader in your tech group, with a maximum reduction of -75%. To encourage countries to stay on the cutting edge of administrative and diplomatic technology instead of waiting for the neighbour bonus, we’ve instead introduced bonuses for nations that are ahead of time in those technologies, with nations that are ahead of time in Administrative tech gaining +20% production efficiency and nations that are ahead of time in Diplomatic tech gaining +20% trade efficiency. No additional bonus was added for nations that are ahead of time in Military technology, as the military advantages are bonus enough.

In addition to these changes, we’ve also made life a little easier for some of the slower tech groups by removing all monarch power penalties associated with technology groups, so Chinese nations will no longer gain -1 to all monarch powers, African nations will no longer gain -2, and so on.


In the next dev diary we will talk about the Dutch Republic mechanics and new idea groups, so stay tuned!
My God, awesome. Love the tech changes! The balance of ahead of time/neighbor bonus seems just like what the doctor ordered!

I think this means that we can actually role play Asian nations now - go to late game without westernizing: able to cope with Europeans and also have a real challenge.

Please be careful with the factions - hopefully the AI can manage them decently (i.e. switch before wars, etc). Maybe Ming can receive improvements, too?
 
Last edited:

The-King

Professional Kangaroo Boxer
78 Badges
Nov 25, 2009
2.136
288
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis III
  • March of the Eagles
  • Divine Wind
  • Heir to the Throne
  • Europa Universalis III: Collection
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Cradle of Civilization
  • Prison Architect
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Holy Fury
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Age of Wonders: Planetfall
  • Stellaris: Distant Stars
  • Crusader Kings III
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Europa Universalis 4: Emperor
  • Europa Universalis IV
  • Crusader Kings II: Holy Knight (pre-order)
  • Stellaris: Megacorp
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Rule Britannia
  • Imperator: Rome - Magna Graecia
  • Stellaris: Lithoids
  • Victoria 2
  • 500k Club
These changes are very very nice! I love the national focus and the removal of point penalties to lower tech nations! Keep up the good work!
 

Reezy

Major
78 Badges
Jul 26, 2012
627
441
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Magicka 2
  • Pillars of Eternity
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Jade Dragon
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Magicka
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Stellaris: Nemesis
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • 500k Club
So many great changes. I really like the idea of Ming's faction system and how it adds a new dimension to the game. I hope we can see more of these faction systems spring up for all kinds of different government types.
 

Wizzington

Game Director (Victoria 3)
Moderator
41 Badges
Nov 15, 2007
12.073
107.046
  • Hearts of Iron II: Armageddon
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Sengoku
  • Europa Universalis: Rome
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • March of the Eagles
  • Majesty 2
  • Magicka
  • Heir to the Throne
  • Arsenal of Democracy
  • Crusader Kings II
  • Darkest Hour
  • Europa Universalis III Complete
  • Deus Vult
  • East India Company
  • Europa Universalis III
  • Divine Wind
  • For The Glory
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Prison Architect
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Victoria 2
As a side note for modders, the new factions for Merchant Republics also means that the faction system has been reworked so as to be fully moddable, and factions are now tied to government type rather than country.
 

Taciturn Scot

Major
98 Badges
Jun 10, 2007
531
727
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Sengoku
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III Complete
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings III
  • Divine Wind
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Hearts of Iron II: Armageddon
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
These sound like interesting additions and a must-buy. Looking forward to the next update for more information.
 

fëanor89

Second Lieutenant
26 Badges
Jun 26, 2008
117
8
  • Crusader Kings II
  • Victoria 2: A House Divided
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III Complete
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Art of War
Europa Universalis IV: Res Publica - Dev diary 1: Merchant Republics/National Focus

Trade Posts
With the Res Publica expansion, Merchant Republics will now have the option to create a Trade Post in provinces they own. A Trade Post costs 50 administrative power and gives the province +15 trade power and +1 naval forcelimits. Each Merchant Republic can only have a single Trade Post in each node, and cannot create Trade Posts in their home node. This makes territorial control of outposts such as Venice’s Crete far more important to a Merchant Republic that wants to pull a large amount of trade home.

shouldn't merchant republics be able to build trade posts even in provinces they don't own, under ceratain circumstances like trade pacts and all the kind of suzeranity (vassals, colonial nations, east india companies)?
 

aitaituo

哀駘它
48 Badges
Aug 6, 2013
8.083
5.032
  • Crusader Kings II: Charlemagne
  • Stellaris: Galaxy Edition
  • Tyranny: Archon Edition
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Hearts of Iron IV: Cadet
  • Crusader Kings III: Royal Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Imperator: Rome
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Cities: Skylines Deluxe Edition
Sounds great. My Ming game has been, by far, the most interesting playthrough I've done thanks to the faction system, even though I spent half of the game diplovassalizing and curbstomping. It's a very nice surprise that this is included in the patch, too.

We felt that the reduction of the neighbour bonus in 1.6 was too harsh on nations that needed to catch up after Westernizing or from falling behind due to a poor monarch, so we’ve increased the neighbour bonus back to -5% for each technology level you are behind the tech leader in your tech group, with a maximum reduction of -75%.

Whoa, that's quite the reverse there. Looking forward to hearing if anything else is making a 180 and then into space.
 

Pornek

Field Marshal
64 Badges
Aug 27, 2013
2.640
912
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Europa Universalis III
  • Hearts of Iron III
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Necroids
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • Europa Universalis IV: El Dorado
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Reapers Due
Technology Changes
Lastly in this dev diary, we’re making some tweaks to the neighbour bonus and technology groups that are included for free in the 1.7 patch. We felt that the reduction of the neighbour bonus in 1.6 was too harsh on nations that needed to catch up after Westernizing or from falling behind due to a poor monarch, so we’ve increased the neighbour bonus back to -5% for each technology level you are behind the tech leader in your tech group, with a maximum reduction of -75%. To encourage countries to stay on the cutting edge of administrative and diplomatic technology instead of waiting for the neighbour bonus, we’ve instead introduced bonuses for nations that are ahead of time in those technologies, with nations that are ahead of time in Administrative tech gaining +20% production efficiency and nations that are ahead of time in Diplomatic tech gaining +20% trade efficiency. No additional bonus was added for nations that are ahead of time in Military technology, as the military advantages are bonus enough.

In addition to these changes, we’ve also made life a little easier for some of the slower tech groups by removing all monarch power penalties associated with technology groups, so Chinese nations will no longer gain -1 to all monarch powers, African nations will no longer gain -2, and so on.


In the next dev diary we will talk about the Dutch Republic mechanics and new idea groups, so stay tuned!

Wow.

You guys just gained a huge amount of respect from me.
 

Evanescent

Second Lieutenant
39 Badges
Nov 4, 2012
173
0
  • Europa Universalis III
  • Europa Universalis IV: Res Publica
  • East India Company Collection
  • Heir to the Throne
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Europa Universalis IV: Art of War
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
Interesting additions. I like how we're getting more options to steer our nations' development. I always felt that the internal management aspect was a bit lacking in EUIV.
Keep the new features and bugfixes coming, and I'll keep throwing money your way!
 

Wizzington

Game Director (Victoria 3)
Moderator
41 Badges
Nov 15, 2007
12.073
107.046
  • Hearts of Iron II: Armageddon
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Sengoku
  • Europa Universalis: Rome
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • March of the Eagles
  • Majesty 2
  • Magicka
  • Heir to the Throne
  • Arsenal of Democracy
  • Crusader Kings II
  • Darkest Hour
  • Europa Universalis III Complete
  • Deus Vult
  • East India Company
  • Europa Universalis III
  • Divine Wind
  • For The Glory
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Prison Architect
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Victoria 2
National Focus

I have a feeling AIs will only use this to catch up in military tech...

Nah, they also use it to compensate for monarch weaknesses, fill up idea groups, etc.
 

aitaituo

哀駘它
48 Badges
Aug 6, 2013
8.083
5.032
  • Crusader Kings II: Charlemagne
  • Stellaris: Galaxy Edition
  • Tyranny: Archon Edition
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Hearts of Iron IV: Cadet
  • Crusader Kings III: Royal Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Imperator: Rome
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Cities: Skylines Deluxe Edition