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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
Hello and Welcome to another development diary for Europa Universalis IV. This time we take a look at a concept that neither we nor you have not been entirely happy with in any previous Paradox game: Espionage.
In the next major patch, we have completely reworked how espionage works. No longer is every spy action done by just sending a diplomat that will perform the action for as long as it is there, but now there is a concept of spy networks.
You now send a diplomat on a mission to a country to build up a spy network. The network can reach up to 100% power, and that power can be used to execute spy actions, such as sow discontent, fabricate claims, etc.
Spy Offense has been renamed to Spy Network Construction, and determines how quickly you build spy networks in another nation.
Spy Defence has been renamed to “Foreign Spy Detection”, and now determine the chance of detecting hostile network buildups and disrupting it. A disrupted network will lose some of its power, and also make it impossible for you continue improving it for a time period.
Performing an action is instant, and as long as you have the power, success is automatic. However, networks that are not actively built will slowly decay.
You can also target other nations networks with counterespionage, to actively reduce their capabilities of their network.
There are three passive benefits to having a strong spy network in another nation. First of all, if you have the Cossacks expansion and picked the Espionage Ideas, you have access to Study Technology, which is no longer a source of power, but instead a possibility to reduce technology costs by up 30% from having networks in nations ahead of you (the size of the discount depends on how far ahead they are in each tech). Secondly, the new expansion grants up to 20% higher siege ability against nations where you have a spy network. Finally, the new expansion gives you up to 10% less AE in that country.
Of course, all of those scale with the power of the spy network.
Espionage now contains the following actions.
Fabricate Claim: Gives you a claim on an eligible province for a low cost.
Justify Trade Conflict: Gives you a trade conflict CB if conditions are applicable for a low cost.
Support Rebels: Selected rebel faction gets +10% chance to progress towards revolt each month for 5 years for a very high cost. It will also cost a fair amount of cash to support ythe troops.
The following requires the Espionage Ideagroup.
Sow Discontent, applies +3 unrest and reduces legitimacy, republican tradition, devotion or unity for 5 years for a high cost
Infiltrate Administration: Lifts Fog of War over the target country for 5 years for a medium cost.
Sabotage Reputation: -3 diplomatic reputation for 5 years for a medium cost.
Agitate for Liberty: Selected subject has +25 liberty desire that lasts 5 years for a high cost.
There is also four new actions enabled by the new expansion, two of those we’ll tell you about here, two others are for future development diaries.
Sabotage Recruitment: Gives 20% less manpower and Sailor recovery speed for 5 years for a medium cost.
Slander Merchant: Reduces Global Trade Power by 33% for 5 years for a high cost.
Of course actions that require previously expansions will still require those expansions.
Next week we’ll be back with a look at Africa.
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Hello everyone, and welcome to another Europa Universalis development diary. We are now working fully towards 1.16 and our next big expansion. While I’ve always been the lead designer for EU4, I’m now the project lead for this expansion, as Wiz has moved to another project.
One of the biggest changes in concept is the introduction of sailors. Sailors represent the trained seamen of a nation. Sailors differ from manpower both in what they are used for, and in how you get them. Only coastal provinces provide sailors, and the amount of sailors depend on total development in that province. Sailors are required when constructing new ships, and when ships are “repaired”. Of course not all ships require the same amount of sailors, with heavy ships needing the most and transports the least.
Docks and Drydocks now provide 50% and 100% more sailors from their provinces instead of increasing forcelimits, while Shipyards and Grand Shipyards have been redesigned to increase naval forcelimits & decrease shipbuilding times in those provinces.
Natural Harbours and Coastal Trade Centers increase the amount of sailors you get from a province, while Merchant marine now gives +50% Sailors & Press Gangs now give +20% Sailor Recovery. Some nations also have ideas giving them more Sailors from their provinces with Netherlands and Norway having the biggest boosts at +25%. There are also policies, parliament issues & norse gods boosting your sailor pool as well.
If you have the expansion, you also gain sailors from occupying another nation’s coastal provinces, even if your maximum possible pool is not increased.
One of the most feared things in europe in this time-period was the arrival of slave raiders from the north african coast. Countless villages were razed and millions of europeans were sold in slavery in Algiers, Tunis, Tripoli & Istanbul until the European nations were finally able to stop it at the middle of the 19th century by simply conquering the North African coast.
Now Barbary Nations lose their 10% cheaper ship tradition, and they gained the ability to raid for slaves. Raiding for Slaves is now something fleets can do at sea, where they gain money and sailors from coastal provinces that are not their allies or subjects. To raid a coastal province, you need be able to blockade it with that fleet, and you can only raid a province once every ten years. The efficiency of raiding is reduced by fleets on pirate hunting patrol. Raiding of course hurts your relation with the owner of provinces you raid.
The reason for why you get sailors from raids, is that plenty of them historically ended up chained to an oar at a galley.
Next week, we’ll take a deep look at how we have redesigned the espionage system.
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