Europa Universalis IV: Wealth of Nations expansion– Developer diary 1

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Showing developer posts only. Show all posts in this thread.

Besuchov

Studio Manager, PDS
Paradox Staff
64 Badges
Mar 6, 2001
2.266
104
  • Sengoku
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Leviathan: Warships
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • March of the Eagles
  • Naval War: Arctic Circle
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Rome Gold
  • Semper Fi
  • Impire
  • Ship Simulator Extremes
  • Sword of the Stars
  • Sword of the Stars II
  • Warlock 2: The Exiled
  • Starvoid
  • Teleglitch: Die More Edition
  • The Showdown Effect
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Diplomacy
  • Hearts of Iron Anthology
  • Arsenal of Democracy
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • A Game of Dwarves
  • Dungeonland
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV: Conquest of Paradise
  • For The Glory
  • For the Motherland
  • Gettysburg
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
Welcome to the first of several dev diaries of the next EU4 expansion Wealth of Nations.

By now you have probably heard a bit about the upcoming expansion, there have been some press about it, but in particular you have been able to follow some of the new features in our Developer MP stream (http://www.youtube.com/playlist?list=PLqRhPbyFDQWir8LwA0ZXMdqg5ADde-G2o) Still, I will take this opportunity to just quickly go through what you can expect from it.

More gameplay, less fluff
The previous expansion had a few really visible game altering things such as a completely randomized new world, a new type of dynamic nations which changed how you controlled your American colonies and completely new mechanics for the native americans, perhaps a bit disrespectful to call it ‘fluff’, but bear with me. These features required quite a big investment in development time and made a big impact on how you play EU4. For Wealth of Nations you can look forward to towards more features but perhaps less headline grabbing features, in other words more interesting gameplay changes but perhaps not so many features that force you to completely rethink your priorities.

A focus on trade
The main focus of this expansion is going to be trade, as the name suggests. We are not, however going to change the the base concept but instead we are going to look into what we can do to strengthen the strategic choices and sharpen the conflicts that come from trade. We are going to add Trading Companies that allow for more specialized trading empires, we are going to add new diplomatic actions and types of peace treaties, privateers and things like that.

Not Just Trade
Just as with the previous expansion, Conquest of Paradise, not all features we add are going to fit the chosen focus. When we design features for our expansion we they usually fit the bill of either the what the expansion is about or what we really want to see in the game sooner rather than later. Like the Fervor features specially for the Reformed religion or a brand new mechanic dealing with competition among nations that we have not told you about yet, more on that in a later dev diary (or in the MP stream in a couple of weeks).

Some Free thing, some Not Free thing
As always some new features are going to be in the expansion and some in the major patch released at the same time. We want to be able to add radical changes, but we don't want to add features to expansions that are vital for the game balance or require us to remove old mechanics, so you get them for free. This is a living game that will hopefully continue to evolve for many expansions to come.

eu4_29.jpg
 
I think we would like to hear something more specific and concrete in these dev diaries. This reads more like a press release with almost no real information in it, just promises of future information.

It hints of quite a lot of new stuff though :)

Pirates gaining trade power in the trade node? Is that new or have I just missed this up until now?

Yes, its new. :)

How does this Fervor mechanic work?

It will be explained in detail in a future development diary.

Some better late game units for ever non-Western/non-Eastern nation

You'll be happy :)

Would love some new sprite packages, especially swedish sprites packs for napoleonic era (björneborgarna). But that's because i'm a swede, but still. I love the uniforms soliders have during the napoleonic era in general.

Pretty sure there will be spritepacks at the same time. I don't think we get swedish spritepacks this time though.

It is possible to add a local save on ironmode just like on CK2 on this next expansion?
Doubt it.

Will modders (i.e. DHarper) be able to use a religious fervor value for all countries?

yes, like all other religious mechanics.

Yeah yeah this is all well and good but What do Trade Companies actually do and how moddable are they?

Details coming soon, but you will have far more direct control over them than over colonial subjects.

New Policies and their implementation is a complete fail. No one used them in stream because no one with the exception of already overpowered western tech group have MP sulprus.

We're just in 1620 in the mp, and its a mechanic for mid/lategame.
 
I like the monthly cost. Even better would be needing a period to enact the reforms - one or two years. It removes the "go to war, enact, remove at the end of the war", and it encourages people to use it if they have the points - if Prussia next door, with 12 MIL points per month and 4-5 military policies enacted, decides to DoW me, they have a superior army on all fronts, and I will not have something comparable for a while even starting immediately. It would be risky.

You can't redact a policy within the first 10 years though.
 
Already in two multiplayer sessions people just ignored Policies due to their inadequate cost. That surely should send devs a message. Hopefully in this early stages of developement this flaw could be changed and reworked.

TBH it's less about mp cost and more about being unused to them and last session being stressful. I realized when watching the stream that I should have activated horse artillery, but I just didn't think to do it.