Europa Universalis IV: Wealth of Nations – Dev diary 9: Policies & Ideas & More

Europa Universalis IV: Wealth of Nations – Dev diary 9: Policies & Ideas & More

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Europa Universalis IV: Wealth of Nations – Dev diary 9: Policies & Ideas & More

In this weeks dev diary I’m going to tell you a little bit about some of the general additions and changes we are making to the game. This list is quite long but there are some interesting things in there, since we don’t have that many dev diaries left I'll try to cram quite a lot of stuff into this one, hope you like it :)

Policies

First up is a quite big one, the policies. We have lots of decisions where you enact one decision that has permanent effects and then another decision to remove those effects. What we initially wanted to do was to simply combine those two into one, a Policy. But as often happens when we start thinking about a new feature come up with more cool things to do. So, while we started with an idea about saving decisions we now have another layer of optimizing your nation, more flavour and a way to use that monarch power to boost a certain need you have at the moment.

So, Policies. First of all, each policy is connected to two idea groups. To enact that policy you must adopt all ideas in those two groups. Each policy is also connected to one of the three monarch powers and as long as the policy is enacted it will cost you 1 monarch power each month. We have tried to balance to policies so that they cross over the monarch point categories a bit better to make it more interesting. For example the Weapon Quality Standards, that gives 5% discipline, requires Economic and Quality ideas and cost Adm points while the Anti Smuggler Act, that gives +10% Trade Efficiency, costs Mil points and requires Offensive and Trade Ideas. Each of these policies are fairly situational, but you have to plan ahead since you are only have to have a policy for at least 10 years. You can also have a maximum of 5 at a time. We have also removed some of the old decisions whose function is now filled by the policies (that was the original idea remember). That also a reason why this is a free feature, we don’t want to remove features from players that don’t buy the expansion.

New Concepts for Modifiers
Then we have changed the concepts for some modifiers a bit. There are a few of them so Im just going to list them.

Previously the fire and shock modifiers from Ideas affected both naval and land leaders the same. Now we have separated them, so there are ideas affecting just land or just naval leaders, just like maneuver works.

If you have Wealth of Nations, there are two concepts affecting merchants in inland nodes. One for when present in inland, and one for steering to inland nodes.

Missionary Strength was sometimes too crude a tool, so we added a separate missionary strength against heretics. This means that Counter Reformation is no longer a brilliant tool to convert the infidels, but more of a tool to bring the protestants back into the fold.

Defensiveness is something that all players strive for, but previously there has not been a way to effectively counter it when an opponent has stacked it. Now we have a concept called Siege Ability which reduces your penalty when assaulting and the time between siegeticks.

We also added made so that supply limit can be modified in a province depending on climate, looted etc

There is now a possibility to increase your entire nations production of goods, and some ideas allow that.

Three new diplomatic modifiers have been added, one that affects how quickly your merchants and diplomats travel home, one that affects how quickly you can justify a trade conflict, and the most important.. How much impact your vile actions have on AE.

The new concepts of privateering and fervor can also be affected by events, ideas & decisions.


Some Balance Clarifications
Base Vassal Income has been reduced, and is increased by several ideas and other factors instead.
Production Efficiency modifiers have been reduced at various places, as the cap of +200 was reached easily, making economic techs and investments useless from the mid game.
Discipline now affects defensive capabilities as well, so the values have been halved at most places.


Idea Changes
There has been quite a bit of Idea rebalancing for the 1.6 patch, I'll try to list them all for you.

For country specific ideas, we will not list when discipline, fire, shock OR production efficiency have changed, unless it was not just halved, or made generals only.

Aristocracy
Local Nobility - now also increases Vassal Income by 10%.
Noble Officers - now only affects generals and conquistadors.

Plutocracy
Free Subjects - Increases Goods Produced by 10%.

Religious
Devoutness - now also increases fervor & papal influence

Espionage
Is now an Diplomatic idea group.
Privateers - Embargo Efficiency reduced from 33% to 25% & added +33% Privateer Efficiency.

Diplomatic
Claim Fabrication - Reduced from 33% to 25%.
Diplomatic Influence - Increases Vassal Income by 10% as well.
Flexible Negotiations - Now also reduces AE impact by 5%.

Offensive
Lost Improved Maneuver, and gained Engineer Corps
Bayonet Leaders - now only affects generals and conquistadors.
Superior Firepower - now only affects generals and conquistadors.
Engineer Corps - now gives +20% Siege Ability instead of +1 to Leaders Siege.
Napoleonic Warfare - Reduced from +10% to +5% Discipline.

Defensive
Lost Engineer Corps, and gained Improved Maneuver

Trade
Trade Manipulation - Also increases Merchant Steering to Land by +10 power.

Economic
Smithian Economics - Reduced from 20% to 10% Production Efficiency.

Quality
Ambition - Reduced from +15% Discipline to +7.5%.

Expansion
Is now an administrative idea group.

Administrative
Ambition - Is now +10% Goods Produced.

Berber Ideas
Corsairs - Now also gives +10% Privateer Efficiency.

Rajput Ideas
Leader Martial Ethos - Now gives +1 to Fire on Generals & Conquistadors.

Sweden
Traditions - Infantry Power increased from 15% to 20%.
Swedish Steel - Nerfed from 15% to 5%.
Produktplakatet - Increases Goods Produced by 10%.

Netherlands
Lost Revenue Stamps
Instructie Voor de Admiraliteiten - NEW - gives +2 to admiral & explorer fire.
Army Sappers - Now gives +10% Siege Ability

France
French Language in all Courts - Increased from 10% to 25% Vassal Income.

Ottomans
Ambition: Now +33% Forcelimit
Ghazi: +25% Manpower recovery speed.. Not the +300% ghazi special effect anymore.

Venice
Defend the Law - Also 10% quicker justify trade conflict.

Prussia
Traditions - Lost the espionage bonus, but gained -10% AE impact.
Ambition: Nerfed from +20% to 7.5%.


Portugal
Afosine Ordinances - Increases Goods Produced by 10%.

Persia
Traditions - Vassal Income increased from 10% to 25%.
Persian Rug Production - Increases Goods Produced by 10%.
Improved Silk Road - Increase inland merchant steering by 25 power.

Genoa
Reunited Genoa - Also 10% quicker justify trade conflict.

Scotland
Act of Revocation - 15% less AE impact.

Hungary
Traditions - Lost +100% Enemy Core Creation, gained +20% Cavalry Power

Timurids
Unleash the Tiger - 10% Siege Ability

Hansa
Reformed Hanstag - Also 10% quicker justify trade conflict.

Byzantines
Repopulation the Countryside - Production Efficiency replaced by 5% more goods produced.

Novgorod
Exploration Tradition - now also gives +15% Privateer efficiency

Saxony
Meissner Porcelain - Increases Goods Produced by 10%.

Papacy
Holy Father - 10% less AE impact.

Orissa
Refined Cloth Production - Increases Goods Produced by 10%.

Punjab
Breadbasket of India - Increases Goods Produced by 10%.

Ryukyu
Chinese Investiture - 25% Less AE Impact

USA
Workshop of the World - Increases Goods Produced by 15%.

Songhai
Trans-Sahara Trade - Increase inland merchant steering by 25 power.

Hedjaz
Sharifs of Mecca- 10% Less AE Impact

Knights
Reconquista of the Sea - 25% Privateer Efficiency

Kongo
Diplomacy with European Monarchs - Now also 25% quicker envoys

Mali
Restore Malian Suzerainity - Increased Vassal Income from 10%to 25%.


Courland
And now, when you thought I was done I have one more for you. Inspired by a suggestion from our betas you can now form the nation for Courland. For a time a very prosperous independent duchy in the baltic that for a time owned colonies in Africa and the West Indies, and managed to remain independant up until 1795 in spite of Swedish king Charles Xs best efforts. Now if you start the game as Riga och Livonia you can for Courland if you first become catholic or protestant, has admin tech 10 and owns Kurland and Semigallia. This changes the name and flag of your country and gives you some more good stuff like new historical ideas. The ideas are
Legacy of Sword Brethren, Privilegium Gotthardinum, Duchy of Mercantilism, Booming Manufacture, Couronian Colonization, Palaces of Mitau and Promote the Curonian Kings.

That was it for today. While waiting for Wealth of Nations you could read a bit more about Courland, its quite fascinating :)

policies.jpg
 

oblio-

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I'm curious if anyone except for Western/Eastern/Ottomans will ever use policies.

Hungary
Traditions - Lost +100% Enemy Core Creation, gained +20% Cavalry Power
Incrediboble. Central Europe will be a mess, just as we all want it to be. No more brown, immovable blobs.
 

jakt

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If no one uses policies because of the high cost to keep them going, will you reconsider causing them to always cost MP? That is, couldn't there be a policy cap, similar to the diplomacy cap, instead? You're already investing 8000 MP just to get the option to tun them on.

Thanks!
 

Ibrins

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Local Nobility - now also increases Vassal Income by 10%.
"Also"? Please, PLEASE, instead of giving that horrendous idea another boon, nerf that atrocious 100% coring increase to the ground. Or, at least, make it so that if you also have that idea, the effect is neutralized on your enemies.
Ryukyu
Chinese Investiture - 25% Less AE Impact
Ha, I see what you folks did there :) Nice.


All in all, I'll definitely be getting this. Looks like this expansion will add a huge amount of additional depth into the game. Great work, guys & gals :)
 

grisamentum

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This seems like a pretty huge set of changes overall. But I really doubt anyone is going to use policies.

And Ottomans are pretty much worthless now.
 
Last edited:

durvas

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French vassal income buffed to 25%? Really? And up to 45% with ideas.

Ottomans losing Ghazi is gonna kill the AI.

Discipline nerfed by at least half for every country/idea except Sweden only losing 16%.

The 100% core creation ideas all need to go or at least be nerfed down to 33% or so.
 

Morricane

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If no one uses policies because of the high cost to keep them going, will you reconsider causing them to always cost MP? That is, couldn't there be a policy cap, similar to the diplomacy cap, instead? You're already investing 8000 MP just to get the option to tun them on.

Thanks!
Yeah - as a non-HRE nation I can't see myself actually use them much. Especially not as a non-western nation D:
 

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Are there additional changes to the combat system, or is Discipline as a whole just taking an enormous nerf?
 

Ibrins

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French vassal income buffed to 25%? Really? And up to 45% with ideas.

Ottomans losing Ghazi is gonna kill the AI.

Discipline nerfed by at least half for every country/idea except Sweden only losing 16%.
Regular vassal income has been nerfed, so it's more like, France's income will be similar, while the other countries will suffer a bit. Besides, France integrates all its vassals during the first hundred years or so. Not very relevant.

The Ottoman ideas still make them threatening as hell, plus, the 25% boost should apply always, not only during wars against heathens, so their expansion into Asia/Arabia will actually be easier now.

And Sweden actually got nerfed pretty nicely with that.
 

Pornek

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No 5% boost is worth 1 MP per month.
Well considering it gives as much as the swedish NI or the Idea from offensive, which require 1200/400 points. Youre sure ?


Some people here should reread the whole post before posting.
 

jakt

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Well considering it gives as much as the swedish NI or the Idea from offensive, which require 1200/400 points. Youre sure ?


Some people here should reread the whole post before posting.
but you have to first invest 8000 points, 4000 of them in MIL for quality. then you have to turn on -1 MP whenever you're in a fight if you want that. I might do it for that, but I'm probably not going to use it for anything else. I don't think A_SPEC ever showed someone actually using a policy, because MP is too precious. I think it leaves you with pretty much no choice in the matter. if instead there was even a 1, 2 or 3 policy limit, and after that it drains power, then you're given choices.
 

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While the discipline nerfs doo seem harsh, we are looking at them from the current version's perspective. With discipline working differently in WoN combat, hard nerfs might actually be necessary.
 

Viking

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Do countries with 10% discipline like france, poland, england, divine, ottomans etc. keep their 10% discipline while sweden and prussia drop below that?

Do countries with large morale bonuses like france, prussia and poland get those reduced like the morale bonus from defensive?

Will piety bonuses be reduced as well?