Europa Universalis IV - BjornB


Hi all!


In this Dev Diary I'll present the EU4-team as it looks currently.

The Team
  • Johan, still game director, creating the high-level design for the expansions.


  • Anona, I’m the new project lead, making sure planning and priorities are made, as well as keeping deadline and being on budget. Been with Paradox for 2,5 years and hope you look forward to the upcoming expansions!


  • Gnivom, I’m a new recruit to Paradox who loves EU4. I am a junior programmer who just graduated from High School.


  • Chaingun. Programmer on EU4. Conveniently, I used to play EU2 in my early teenage years.


  • Trin Tragula, Content Designer. I used to be a modder for PDS games and later became a research alpha/beta for EU4 (mainly doing both pre-AoW and post-AoW India). I joined the EU4 team during the development of Art Of War and my work includes creating and researching most events, missions, decisions, etc in the game as well as any changes to the map.


  • LittleFido, embedded QA for EU4, I've been at Paradox for almost two years now and been attached to EU for over a year of that time. I love seeing the project grow and trying to find, reproduce and help solve bugs we encounter. Seeing a new patch or DLC release is at the same time the most exciting and stressful time for me! I hope you all enjoy the game as much as I do!


  • I’m DDRJake, QA turned Junior Designer for EU4. I’ve been part of the Paradox family for over a year now after years of sacrificing sleep and other necessities to stare at maps. Continuing to play the game to ensure it is enjoyable and interesting is an important role of mine, as well as writing and refining future designs for EU4. You’ll catch me lurking in the suggestions forum and the bug reports section, taking in community feedback on improving Europa.


  • r_lazer, lead programmer on the EU4 team. Started on the EU4 team around 1.5 years ago and have enjoyed working on every DLC since then. El Dorado was a favourite where I got to implement the Nation Designer.


  • StarNaN, Embedded QA for EU4. Started working at Paradox last year in December. I’ve been playing Europa Universalis since early EU3 and loved Svea Rike 1 and 2 as a child, therefore I want EU4 to be as good as it can be. My part in doing this is the same as LittleFido, I try to find, reproduce and help solve bugs.


  • The Real Timor, I’m the rather odd artist who makes things look nice and neat. Or at least as neat as they can be in a screen with 50+ icons, numerous stats, and tooltips to blot out the sun. Aaah, the beauty of EU4. And let’s not forget the cute Big Blue Blob achievement.

1.17
We’re currently working on the upcoming 1.17 patch which we we’ll release when it’s ready. The patch will contain bugfixes and crash fixes for Mare Nostrum such as:

  • Christian Hordes will reform into Eastern technology


  • Disbanding ships in port will return Sailors to the Sailor Pool


  • Fix for the 0Kb savegame crash


  • Republican Sufferance impacts sailor gain


  • Performance optimization


  • Fixed Central African Lakes


  • Refining Naval Missions


  • OOS fix


  • Tightened up AI budgeting to help prevent debt spirals.


Ideas for Dev Diaries
If you have ideas for upcoming dev diaries, feel free to post them in the official thread.


/The EU4-Team

Useful links
Official Website
Europa Universalis IV Wiki
Developer Diary Archives
Europa Universalis IV - BjornB


Hi all!


In this Dev Diary I'll present the EU4-team as it looks currently.

The Team
  • Johan, still game director, creating the high-level design for the expansions.


  • Anona, I’m the new project lead, making sure planning and priorities are made, as well as keeping deadline and being on budget. Been with Paradox for 2,5 years and hope you look forward to the upcoming expansions!


  • Gnivom, I’m a new recruit to Paradox who loves EU4. I am a junior programmer who just graduated from High School.


  • Chaingun. Programmer on EU4. Conveniently, I used to play EU2 in my early teenage years.


  • Trin Tragula, Content Designer. I used to be a modder for PDS games and later became a research alpha/beta for EU4 (mainly doing both pre-AoW and post-AoW India). I joined the EU4 team during the development of Art Of War and my work includes creating and researching most events, missions, decisions, etc in the game as well as any changes to the map.


  • LittleFido, embedded QA for EU4, I've been at Paradox for almost two years now and been attached to EU for over a year of that time. I love seeing the project grow and trying to find, reproduce and help solve bugs we encounter. Seeing a new patch or DLC release is at the same time the most exciting and stressful time for me! I hope you all enjoy the game as much as I do!


  • I’m DDRJake, QA turned Junior Designer for EU4. I’ve been part of the Paradox family for over a year now after years of sacrificing sleep and other necessities to stare at maps. Continuing to play the game to ensure it is enjoyable and interesting is an important role of mine, as well as writing and refining future designs for EU4. You’ll catch me lurking in the suggestions forum and the bug reports section, taking in community feedback on improving Europa.


  • r_lazer, lead programmer on the EU4 team. Started on the EU4 team around 1.5 years ago and have enjoyed working on every DLC since then. El Dorado was a favourite where I got to implement the Nation Designer.


  • StarNaN, Embedded QA for EU4. Started working at Paradox last year in December. I’ve been playing Europa Universalis since early EU3 and loved Svea Rike 1 and 2 as a child, therefore I want EU4 to be as good as it can be. My part in doing this is the same as LittleFido, I try to find, reproduce and help solve bugs.


  • The Real Timor, I’m the rather odd artist who makes things look nice and neat. Or at least as neat as they can be in a screen with 50+ icons, numerous stats, and tooltips to blot out the sun. Aaah, the beauty of EU4. And let’s not forget the cute Big Blue Blob achievement.

1.17
We’re currently working on the upcoming 1.17 patch which we we’ll release when it’s ready. The patch will contain bugfixes and crash fixes for Mare Nostrum such as:

  • Christian Hordes will reform into Eastern technology


  • Disbanding ships in port will return Sailors to the Sailor Pool


  • Fix for the 0Kb savegame crash


  • Republican Sufferance impacts sailor gain


  • Performance optimization


  • Fixed Central African Lakes


  • Refining Naval Missions


  • OOS fix


  • Tightened up AI budgeting to help prevent debt spirals.


Ideas for Dev Diaries
If you have ideas for upcoming dev diaries, feel free to post them in the official thread.


/The EU4-Team

Useful links
Official Website
Europa Universalis IV Wiki
Developer Diary Archives
Europa Universalis IV - BjornB


Hello everyone, and welcome to another development diary for Europa Universalis IV. Today we’ll focus a bit on Mare Nostrum, and what was the goal of the features in that expansion and the accompanying patch.


Improve the Naval aspect of the game
The Naval game is something that has received quite a few complaints over the year, so we really wanted to make an expansion on the naval theme.

Some of the features like Sailors and the Combat Tweaks were just too much of a rework of core concepts that they had to go into the free patch.

We’re rather happy with how the naval combat now works, now that quality actually matters, and it is no longer just about who has the most money to maintain the most heavy-ships.

The Naval Missions, and the Repair mechanics was based on our experiences of the Hearts of Iron IV development, and how much more fun it made the naval game, to avoid constant micromanagement. It was one of the main features we built the exoansion around.

The changes to making blockades more visible, and having Admirals that could be good at blockading was a few free features that have proved to be a success as well.


More Peacetime Activities
After Art of War there has been a constant barrage of requests for more peace-time activities. Pretty much every expansion since then have had a large focus on adding more things to do at peace time. El Dorado had exploration related mechanics, Common Sense added Development, Interaction with Subjects & Parliaments, while Cossacks had Estates and Diplomatic Feedback, not to mention all minor actions added for the all.

Mare Nostrum is no exception there, with two major systems to enhance gameplay outside of war. First of all, we reworked how espionage works for the free patch, to make it more of an interactive mechanic, and far more transparent than before. We also made Support Rebels more of a valid option, and added lots of new spy actions.

Secondly, the feature that was the biggest to develop for Mare Nostrum. The Condottieri. We designed and added this because at the end of the day fighting in eu4 is fun. It was also heavily influenced of the fact that HoI4 testing showed us it was great fun helping out in the Spanish Civil War while still building up your own nation. Of course, Eu4 was not really designed to have units checking two sets of allegiances, so the amount of work to get it to the state we have now was enormous.

It is also the only feature that has made the AI able to crush all QA within a few decades, so we had to scale it back a bit when balancing.


Regional Specific Enhacements
Every expansion we try to add unique mechanics to some part of the world, to make for more variation in gameplay.

Besides implementing a detailed map for central and east africa, with lots of new nations and ideas, we added two cool features to make some less popular countries played, while keeping to the naval theme.

There is not much to say about the Slave Raids and Trade Leagues, except that they work, they are fun, and they create diversity.


Community Requested
We also try to add in things that the community requests in each patch, and Mare Nostrum contains two such features..

Unconditional Surrender - This was requested by both SP & MP proponents, and was added to make it possible to get out wars when you have truly lost, without the opponent totally ruining your nation forever.


Timeline Mapmode - I think this feature has been requested since eu1. One of the most

Balance Related
Obviously, these are the features that tend to be not so popular.

Corruption - This solves quite a lot of balance problems, and makes for a more challenging game longterm.

States and Territories - This solves the problems of overseas mechanics which you had to work around and exploit to benefit from. It also gives greater flexibility to the player.


The teams favorites

So, what did the development team like the most from Mare Nostrum?

Condottieri won in a landslide!



Useful links
Official Website
Europa Universalis IV Wiki
Developer Diary Archives
Europa Universalis IV - BjornB


Hello everyone, and welcome to another development diary for Europa Universalis IV. Today we’ll focus a bit on Mare Nostrum, and what was the goal of the features in that expansion and the accompanying patch.


Improve the Naval aspect of the game
The Naval game is something that has received quite a few complaints over the year, so we really wanted to make an expansion on the naval theme.

Some of the features like Sailors and the Combat Tweaks were just too much of a rework of core concepts that they had to go into the free patch.

We’re rather happy with how the naval combat now works, now that quality actually matters, and it is no longer just about who has the most money to maintain the most heavy-ships.

The Naval Missions, and the Repair mechanics was based on our experiences of the Hearts of Iron IV development, and how much more fun it made the naval game, to avoid constant micromanagement. It was one of the main features we built the exoansion around.

The changes to making blockades more visible, and having Admirals that could be good at blockading was a few free features that have proved to be a success as well.


More Peacetime Activities
After Art of War there has been a constant barrage of requests for more peace-time activities. Pretty much every expansion since then have had a large focus on adding more things to do at peace time. El Dorado had exploration related mechanics, Common Sense added Development, Interaction with Subjects & Parliaments, while Cossacks had Estates and Diplomatic Feedback, not to mention all minor actions added for the all.

Mare Nostrum is no exception there, with two major systems to enhance gameplay outside of war. First of all, we reworked how espionage works for the free patch, to make it more of an interactive mechanic, and far more transparent than before. We also made Support Rebels more of a valid option, and added lots of new spy actions.

Secondly, the feature that was the biggest to develop for Mare Nostrum. The Condottieri. We designed and added this because at the end of the day fighting in eu4 is fun. It was also heavily influenced of the fact that HoI4 testing showed us it was great fun helping out in the Spanish Civil War while still building up your own nation. Of course, Eu4 was not really designed to have units checking two sets of allegiances, so the amount of work to get it to the state we have now was enormous.

It is also the only feature that has made the AI able to crush all QA within a few decades, so we had to scale it back a bit when balancing.


Regional Specific Enhacements
Every expansion we try to add unique mechanics to some part of the world, to make for more variation in gameplay.

Besides implementing a detailed map for central and east africa, with lots of new nations and ideas, we added two cool features to make some less popular countries played, while keeping to the naval theme.

There is not much to say about the Slave Raids and Trade Leagues, except that they work, they are fun, and they create diversity.


Community Requested
We also try to add in things that the community requests in each patch, and Mare Nostrum contains two such features..

Unconditional Surrender - This was requested by both SP & MP proponents, and was added to make it possible to get out wars when you have truly lost, without the opponent totally ruining your nation forever.


Timeline Mapmode - I think this feature has been requested since eu1. One of the most

Balance Related
Obviously, these are the features that tend to be not so popular.

Corruption - This solves quite a lot of balance problems, and makes for a more challenging game longterm.

States and Territories - This solves the problems of overseas mechanics which you had to work around and exploit to benefit from. It also gives greater flexibility to the player.


The teams favorites

So, what did the development team like the most from Mare Nostrum?

Condottieri won in a landslide!



Useful links
Official Website
Europa Universalis IV Wiki
Developer Diary Archives
Victoria II - Valve
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Europa Universalis IV - BjornB
Corruption
- Updated corruption tooltip to show what actually effects it.
- Easy Difficulty now reduces your corruption dramatically.
- Root Out Corruption is now based on your development, not your income.
- Halved frequency of good and bad corruption events.

Achievements
- Updated Luck of the Irish achievement to account for 4 new Irish tags
- New Achievements updated to block custom nations

Unconditionally Surrender
- If war leader Unconditionally Surrenders, their allies no longer do so too.
- If an Overlord Unconditionally Surrenders, their Subjects now do so too.

Merchant Republics
- Merchant Republics are now limited by provinces in states, not total amount of provinces.
- Merchant Republics no longer want to become a Free City.

States & Territories
- Fixed: States couldn't be formed if there was a colony in the area.
- Empty State/Territories will not linger after loading savegames.

AI Tweaks

- Fixed some unlikely reasons for AI getting stuck and never cancelling condotieri.
- AI will go a bit easier on guarantees of countries that it wants to conquer or ally.
- Tweak to gifts/subsidies to reduce long range spam.
- AI should no more be willing to hire condottieri to fight some future rebellion (only serious present rebellions now count).

Misc Bugfixes
- Fixed wrong unit colors for a number of countries (e.g. Aragon).
- Fixed only Muscovite countries being able to form Russia.
- Fixed Hokkaido Strait
- Fixed saves sometimes not loading correctly after using Hunt Naval Mission.
- You can no longer detach mercenaries from a hired out Condottieri unit.
- MP: Fixed game going out of sync if host had Wealth of Nations DLC but not client.
- Fixed Bad Unit Position in Kholmogory

Misc Complaints Adressed

- When mothballing a fleet, sailors no longer needed are now returned to the country's sailor pool (up to max sailors).
- Razing provinces no longer adds unrest to them.
- Removed Regicide Event
- Removed historical neutrality between Portugal and Aragon
- Fixed Threaten War could be used during Regency.
- Central African Event 15 will no longer spam the player by triggering every other month or so.

Please post any bugs discovered in our bug report forum (click here to go there) - we won't be collecting bug reports from the Steam forums.
Europa Universalis IV - BjornB
Corruption
- Updated corruption tooltip to show what actually effects it.
- Easy Difficulty now reduces your corruption dramatically.
- Root Out Corruption is now based on your development, not your income.
- Halved frequency of good and bad corruption events.

Achievements
- Updated Luck of the Irish achievement to account for 4 new Irish tags
- New Achievements updated to block custom nations

Unconditionally Surrender
- If war leader Unconditionally Surrenders, their allies no longer do so too.
- If an Overlord Unconditionally Surrenders, their Subjects now do so too.

Merchant Republics
- Merchant Republics are now limited by provinces in states, not total amount of provinces.
- Merchant Republics no longer want to become a Free City.

States & Territories
- Fixed: States couldn't be formed if there was a colony in the area.
- Empty State/Territories will not linger after loading savegames.

AI Tweaks

- Fixed some unlikely reasons for AI getting stuck and never cancelling condotieri.
- AI will go a bit easier on guarantees of countries that it wants to conquer or ally.
- Tweak to gifts/subsidies to reduce long range spam.
- AI should no more be willing to hire condottieri to fight some future rebellion (only serious present rebellions now count).

Misc Bugfixes
- Fixed wrong unit colors for a number of countries (e.g. Aragon).
- Fixed only Muscovite countries being able to form Russia.
- Fixed Hokkaido Strait
- Fixed saves sometimes not loading correctly after using Hunt Naval Mission.
- You can no longer detach mercenaries from a hired out Condottieri unit.
- MP: Fixed game going out of sync if host had Wealth of Nations DLC but not client.
- Fixed Bad Unit Position in Kholmogory

Misc Complaints Adressed

- When mothballing a fleet, sailors no longer needed are now returned to the country's sailor pool (up to max sailors).
- Razing provinces no longer adds unrest to them.
- Removed Regicide Event
- Removed historical neutrality between Portugal and Aragon
- Fixed Threaten War could be used during Regency.
- Central African Event 15 will no longer spam the player by triggering every other month or so.

Please post any bugs discovered in our bug report forum (click here to go there) - we won't be collecting bug reports from the Steam forums.
Europa Universalis IV - BjornB
Hi Everyone!

Thanks for all support and dedication to the game, and its great to see 1.16 & Mare Nostrum breaking popularity records. There were a few issues that cropped up, that we are fixing or changing for a 1.16.2 patch, which will be released as soon as its ready. I hope tomorrow,...

This is the current changelog, and we're working on a CTD, and a Multiplayer OOS.

Corruption
- Updated corruption tooltip to show what actually effects it.
- Easy Difficulty now reduces your corruption dramatically.
- Root Out Corruption is now based on your development, not your income.
- Halved frequency of good and bad corruption events.

Achievements
- Updated Luck of the Irish achievement to account for 4 new Irish tags
- New Achievements updated to block custom nations

Unconditionally Surrender
- If war leader Unconditionally Surrenders, their allies no longer do so too.
- If an Overlord Unconditionally Surrenders, their Subjects now do so too.

Merchant Republics
- Merchant Republics are now limited by provinces in states, not total amount of provinces.
- Merchant Republics no longer want to become a Free City.

States & Territories
- Fixed: States couldn't be formed if there was a colony in the area.
- Empty State/Territories will not linger after loading savegames.

AI Tweaks

- Fixed some unlikely reasons for AI getting stuck and never cancelling condotieri.
- AI will go a bit easier on guarantees of countries that it wants to conquer or ally.
- Tweak to gifts/subsidies to reduce long range spam.
- AI should no more be willing to hire condottieri to fight some future rebellion (only serious present rebellions now count).

Misc Bugfixes
- Fixed wrong unit colors for a number of countries (e.g. Aragon).
- Fixed only Muscovite countries being able to form Russia.
- Fixed Hokkaido Strait
- Fixed saves sometimes not loading correctly after using Hunt Naval Mission.
- You can no longer detach mercenaries from a hired out Condottieri unit.

Misc Complaints Adressed

- When mothballing a fleet, sailors no longer needed are now returned to the country's sailor pool (up to max sailors).
- Removed Regicide Event
- Removed historical neutrality between Portugal and Aragon
- Fixed Threaten War could be used during Regency.
- Central African Event 15 will no longer spam the player by triggering every other month or so.
Europa Universalis IV - BjornB
Hi Everyone!

Thanks for all support and dedication to the game, and its great to see 1.16 & Mare Nostrum breaking popularity records. There were a few issues that cropped up, that we are fixing or changing for a 1.16.2 patch, which will be released as soon as its ready. I hope tomorrow,...

This is the current changelog, and we're working on a CTD, and a Multiplayer OOS.

Corruption
- Updated corruption tooltip to show what actually effects it.
- Easy Difficulty now reduces your corruption dramatically.
- Root Out Corruption is now based on your development, not your income.
- Halved frequency of good and bad corruption events.

Achievements
- Updated Luck of the Irish achievement to account for 4 new Irish tags
- New Achievements updated to block custom nations

Unconditionally Surrender
- If war leader Unconditionally Surrenders, their allies no longer do so too.
- If an Overlord Unconditionally Surrenders, their Subjects now do so too.

Merchant Republics
- Merchant Republics are now limited by provinces in states, not total amount of provinces.
- Merchant Republics no longer want to become a Free City.

States & Territories
- Fixed: States couldn't be formed if there was a colony in the area.
- Empty State/Territories will not linger after loading savegames.

AI Tweaks

- Fixed some unlikely reasons for AI getting stuck and never cancelling condotieri.
- AI will go a bit easier on guarantees of countries that it wants to conquer or ally.
- Tweak to gifts/subsidies to reduce long range spam.
- AI should no more be willing to hire condottieri to fight some future rebellion (only serious present rebellions now count).

Misc Bugfixes
- Fixed wrong unit colors for a number of countries (e.g. Aragon).
- Fixed only Muscovite countries being able to form Russia.
- Fixed Hokkaido Strait
- Fixed saves sometimes not loading correctly after using Hunt Naval Mission.
- You can no longer detach mercenaries from a hired out Condottieri unit.

Misc Complaints Adressed

- When mothballing a fleet, sailors no longer needed are now returned to the country's sailor pool (up to max sailors).
- Removed Regicide Event
- Removed historical neutrality between Portugal and Aragon
- Fixed Threaten War could be used during Regency.
- Central African Event 15 will no longer spam the player by triggering every other month or so.
Europa Universalis IV - BjornB


Command the Seas and Control the Trade in Mare Nostrum
New Expansion to Europa Universalis IV Now Here

Your nation has long been at one with the sea. Salt water runs through the veins of your sailors, and no sound is as stirring as that of the wind whipping a top-sail just before the full gale arrives. The sea lanes hold the wealth of the East. Heave ho, and set sail for profit.

Mare Nostrum has arrived.

Mare Nostrum is the newest expansion DLC for Europa Universalis IV, Paradox Development Studio’s best-selling grand strategy game set in the adventurous days of the Age of Exploration, the Renaissance and the wars of Reformation and Revolution. Mare Nostrum adds a number of improvements and updates to the game, bringing more control and detail to the naval game.

https://www.youtube.com/watch?v=lrqyoTM9IFM

Features include:
  • Naval Missions: Naval interface improved to make control of your fleets less hands on and more mission oriented
  • Barbary Raids: The Berber nations of North Africa can raid their neighbors for money and extra sailors
  • New Espionage System: Build a spy network and call on it to undertake actions in enemy lands
  • Trade Leagues:Merchant republics can recruit minor nations into their Trade League for common defence and, more importantly, common riches
  • Condottieri: Rent out your army so it can fight someone else’s wars while you earn gold

And, as always, the expansion DLC is accompanied by a massive update that is free to every Europa Universalis IV player – even if they never buy Mare Nostrum. This update will include an updated map, a new state system to organize your nation, tweaks to naval combat and the introduction of sailors to man your ships. (go here for more information on patch 1.16)

Mare Nostrum is available from major digital retailers for €14:99
...