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Includes 17 items: Europa Universalis IV, Europa Universalis IV: American Dream, Europa Universalis IV: Colonial British and French Unit pack, Europa Universalis IV: Conquest of Paradise, Europa Universalis IV: Conquistadors Unit pack, Europa Universalis IV: Indian Ships Unit Pack, Europa Universalis IV: Indian Subcontinent Unit Pack, Europa Universalis IV: Muslim Advisor Portraits, Europa Universalis IV: Muslim Ships Unit Pack, Europa Universalis IV: National Monuments II, Europa Universalis IV: Native Americans II Unit Pack, Europa Universalis IV: Native Americans Unit Pack, Europa Universalis IV: Republican Music Pack, Europa Universalis IV: Res Publica, Europa Universalis IV: Songs of the New World, Europa Universalis IV: Trade Nations Unit Pack, Europa Universalis IV: Wealth of Nations
Welcome to another development diary about Europa Universalis IV. This time we talk about something that will be in the next major patch we do.
One of the parts of the game that has not changed much since eu1 is the concept of technology groups and technological development around the world. We’ve added concepts like westernising, and tweaked that one, but in the end Europe has a huge advantage from day 1, and lots of fun gameplay options are limited the further away you are.
So this is what will happen in 1.18, when it is released this autumn..
A nation’s technology group no longer affect technology research.
There is now a concept called Institutions, which will affect your technology research. There are seven different institutions that appear over the game, and if you don’t get them to spread into your country and then get embraced by your government, your technology costs will slowly rise.
Each institution will appear in a province fullfilling certain factors, and then slowly spread around the world. The nation owning that province will gain prestige and monarch power.
Every year the penalty for not having embraced an institution will grow by 1%, so there is a gradual process.
When an institution has spread to at least 10% of your development, you can embrace it in your government, removing the penalty permanently, and also giving a bonus to your nation. The cost to embrace depends on the amount of development in your nation without the institution.
All institutions spread over borders (including 1 seazone away), if relations are positive, and the spread is based on development in the province getting it. There are also lots of other factors related to the spread.
So which are the the seven institutions then?
This is present from the start in almost all the world, except among the hordes, new world and sub-saharan africa. It will slowly spread into neighboring lands, but it is not quick.
Bonus: Gives 1 extra free leader.
This appears in Italy after 1450, in either a capital or a 20+ development province. It will spread quickly through high development in europe, particularly through italy, but can only spread into provinces that have feudalism already.
Bonus: 5% Cheaper Development & 5% Cheaper Buildings
Appears after 1500 in a port province in Europe, who’s owner has the Quest of the New World idea, and have discovered the new world. And will spread very quickly through any port in countries with colonies.
Bonus: +10% Provincial Trade Power
This arrives after 1550, most likely in germany, but can happen in any protestant or reformed province. It will spread quickly in Protestant and Reformed territory, but also into capitals with dip tech 15.
Bonus: 5& Cheaper Stability
This arrives after 1600, in a center of trade in the highest value trade node, and will spread quicker into provinces with trade buildings.
Bonus: +1 Merchant
This arrives after 1650 in a province with 30 development and a manufactory, and will spread quicker into provinces with manufactories.
Bonus: +10% Goods Produced
Arrives after 1650 in a province that either is a seat of a parliament, or is a province in europe owned by a monarch with at least 5 in all stats. Universities & Parliament Seats spread this institution.
Bonus: 25% Cheaper Culture Conversion
What does this mean?
The progress of Europe is not guaranteed, but most importantly, a nation in Asia or Africa is no longer crippled from day 1, and forced to avoid spending power on ideas and development.
We’re constantly tweaking the spread factors, but here are some screenshots from mid 18th century in a hands-off game from this morning.
This is the institutions mapmode, where green are provinces that have all the enabled institutions, and yellow are don’t have them all.
And here is the technology mapmode, of the same game.
Some other aspects that has changed include the following
- New World Native Reforming will give you all institutions that the one you reform from has.
- Trade Companies are available to all technology groups.
- Lots and lots of triggers on western techgroups have been changed to check for specific relevant institutions.
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Hello all, time for another EU4 dev diary!
I'm Catalack, the producer of all things DLC for all PDS in-house titles. This time I've been invited to talk a bit about the production process of our DLC's - that is; content packs, unit packs, music packs... any type of pack really. These are usually released alongside the expansions and most of the time involves cosmetic content.
How DLC's are born
First off there is always the brain picking. This is the part where I hunt down the designers for what type of content they actually want to accompany the next expansion. In EU4's case this usually means Johan, Wiz and in more recent times DDRJake. This step has a varying degree of difficulty since some projects have a detailed wishlist already and some don't. Sometimes it requires making designers sit down and iron out details over an after work beer. EU4 has a well thought out plan for future content packs though, so it's usually no sweat. CK2 on the other hand... (*totally not looking at you Doomdark*).
It does also happen that I put together my own suggestions for what should go into the packs. These suggestions still need to be looked at by the designer, but it usually means less work for them.
It can look something like this:
Brand Team Says Yay or Nay
When the designer or product owner has given their thumbs up on the content, it's off to the Brand Team for a final confirmation before production starts. This is the part of the company where all the different parts of the organisation syncs up. Devs, sales, marketing, production etc, and it's the final threshold for any type of content that will reach our customers and players. The Brand Teams at Paradox are usually very quick to respond to any type of situation and while we agree with each other most of the time, it has happened that some content needs to be cut (often to be used somewhere else or put into future releases).
When a pack has been approved by all relevant instances, it's time to decide who does what. We have a couple of really talented in house artists and composers, as well as third party studios who sometimes help out when our in-house resources are too strained working on main expansions rather than cosmetic DLC.
Usually the work is split between both in house people and outsourcing.
Worth to mention here is that we try to also make use if our dedicated community, as we have several third party content creators who are fans and modders. Collaborating with them gives us both an excuse to pay them for their dedication, as well as opportunities to work with people who actually knows our games, rather than a random outsourcing studio who might have the technical know how, but not be familiar with games such as ours. I'm amazed at what some of them go through for the sake of making our games better. Cudos.
This is a topic I expect many of you are interested in! Content production always begins with extensive research and mock ups. Both me and each content creator put in a lot of time on doing the research for each piece of unit created. We have a lot of history buffs both among artists and scripters, so this step usually goes pretty smoothly.
The only problem is when sources lead back to... our own games and wiki.
Here's an example of what a mock up can look like:
One of my personal favorites. The Cossacks was really fun to work with.
Good sources can sometimes be really hard to come by, and on that affect the end result negatively, as we saw recently with the Mare Nostrum Content Pack.
We recently hired an artist specifically for the purpose of keeping track of outsoruced material and DLC creation. I'm happy Carlberg has joined the team!
When the art happens
After the mockups are approved, 3D work starts. This is sometimes a challenge since we have to balance the restrictions of Clausewits with a proper level details to make units quickly recognizable at a distance - since most people play with camera zoomed out.
Final prep and the deep dark depths that is the Steam Backend
When all content is done and delivered, I package it and make sure everything works in game. Then I leave it in our QA departments capable hands, and wait for release to come around.
That is when I must enter the Steam backend jungle. If you ever apply for a job where the job description says "experience with steam backend", turn around and run. Unless the position is at Valve because then I urge you to please take the job and update the steam backend and make it a bit more user friendly!
Anyway, here I set up all relevant depots and give them fake names to prevent data mining/leaks among other things.
Coming up with fake names is one of the highlights of this step:
Not to worry, just before release I give them their proper names!
It’s usually around this time that we also post renders on the forums and get some feedback from you guys.
And after release, the whole process starts all over again! I usually have all of the different projects up and running at the same time, and so I'm always in the beginning, middle or end of any one DLC cycle.
And never once is it boring.
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“A hallmark of excellence.”
9,5/10 – Destructoid
“Europa Universalis IV is a masterwork of a strategy game.”
91/100 & Editors Choice – PC Gamer
“Complex and rewarding strategizing makes the fourth game in the Europa Universalis dynasty shine.”
9/10 & Editors Choice – Gamespot
Paradox Interactive, EUROPA UNIVERSALIS® Copyright©  Paradox Interactive AB All rights reserved. www.paradoxplaza.com
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