• 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.

unmerged(783228)

Recruit
8 Badges
Aug 11, 2013
3
0
  • Crusader Kings II
  • Divine Wind
  • Hearts of Iron III
  • Heir to the Throne
  • Victoria: Revolutions
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
I like the special modifiers for certain Provinces in EU4, for instance the river estuary modifier, wich gives Provinces in historically significant trade hubs (or in a location suitable for trade) a boost in trade power. In my view, such modifiers are definitely a step in the right direction.

Could the Dev's - I assume EU4 gets some add-ons in the future - further individualize Provinces with historically accurate modifiers (and events in connection thereto), in order to add even more historical flavour to the game?

The options for such individual/historical Province modifiers seem endless:

- Fortresses: A provincial modifier for Fortresses could simulate that certain provinces were very hard to conquer. For instance, the Fortress of Neuhäusl (Érsekújvár) held the Ottomans at bay for decades. If the Austrians (trough a respective event) choose to construct that Fortress in the 16th century, they would receive a bonus for Fort defense as well as a bonus to enemy attrition in that Province.

- Tribes/Minorities/Slaves: A provincial modifier for Tribes could simulate that natives used to live in a province even after a settlement was established. For instance, the Powhatan Indians in Virginia did not disappear, after the first Colony was established. They continued to interact with the colonist for decades. Such Tribe-modifier could have positive an negative effects (i.e. a "Powhattan Tribe"-modifier adds to Tariffs, however, that comes with a higher revoltrisk in the Province). Through events linked to those individual Province modifiers, the interactions between settlers/tribes after establishing a colony could be simualted.

- Geographic Landmarks: Landmarks such as mountain passes (i.e. "Gotthard Pass" in the province of Schwyz, with additional attrition/defensive Bonus, Trade Bonus), Swamps (with attrition), etc.

- Cities, Monasteries, etc., which attach special bonuses to a province, just like in CK2 (for instance the city of Meissen with its porcellan manufatories, the city of Toledo, famous for its swords, the city of Grasse with its perfumery-industry; each with small, individual bonusses etc.).

Those Provincial modifiers could be linked to events or events chain, for instance, build fortress X, or start a punitive expedition against tribe Y (or decide not to do that).

I would love to see more individual/historical and less generic modifiers in EU4.
 

unmerged(139685)

First Lieutenant
3 Badges
Apr 14, 2009
229
0
  • Europa Universalis III Complete
  • Divine Wind
  • Heir to the Throne
Of course it's possible, it was merely a design choice. Admittedly the few mechanics they had in place (national focus etc) probably needed to be scrapped because they didn't really work well; but that was partly because they weren't developed or given much though, so it was a bit of a self-fulfilling prophecy.

Provincial issues of course shouldn't replace or duplicate national issues, so it shouldn't make sense to spam a certain decision anyway (in fact, the buildings fail in that regard: more is better, everywhere. Also, since they're linear there's no good reason to make them separate buildings: just one variable that you can invest in and gradually improves the relevant stats depending on the amount of money you put in). Ways to achieve that are to make them unique, to let them have heavy tradeoffs so they only make sense for specialization, or to tie them to specific local circumstances. For example, changing the trade goods of a province; levying tolls on a river crossing; staple rights; monopolies; granting land to military orders; etc.

In addition, some triggered modifiers that are supposed to be global are actually very strongly tied to a specific location: occupying Mekka or Jerusalem, tolls, East Indian trade route etc.

So what should be added is one list of modifiers - a third tab in the province interface. In the game files you could determine the conditions to show the option, the cost and/or condition to enable (and/or disable) it, whether it's triggered or not. That can't be a problem to put it into the interface.