Hello everyone and welcome to another development diary for Europa Universalis IV. Today we’ll be talking a little bit about how colonial nations are evolving with Leviathan.
When a colony nation is formed you can pick what kind of colony this will be. This type of colony can then be upgraded for a cost for the overlord and a change of liberty desire for the subject. You can always change a colony to become another type of colony, but that will increase their liberty desire. Crown Colony This type of colony is for areas you want to have most control over, where liberty desire should be lowest.
global_autonomy = -0.05
recover_army_morale_speed = 0.02
embracement_cost = -0.1
governing_capacity = 100
global_autonomy = -0.05
global_colonial_growth = 10
Increase Draft from Colony (+10 Liberty Desire) +5 Land Forcelimit for Overlord & -5 Land Forcelimit for Subject Enlarge the Gold Fleet (+10 Liberty Desire) +20% Treasure Fleet Income for overlord Increase Religious Control (+10 Liberty Desire) +1% Missionary Strength & -1 Heathen Tolerance for Subject Increase Integration (-10 Liberty Desire) -10 Liberty Desire for Subject & TBD for Overlord
Private Enterprise This is the colony type you want to have when you want to maximize profits, where you want the colony to providea strong navy and control trade.
global_ship_trade_power = 0.2
embracement_cost = -0.1
merchants = 1
production_efficiency = 0.05
global_ship_trade_power = 0.2
global_trade_goods_size_modifier = 0.2
naval_tradition_from_trade = 0.1
ship_power_propagation = 0.1
5% less Tariffs for Overlord
Increase Trade Power Transfer (+10 Liberty Desire) +2% Trade Power for Overlord, and -10% Trade Power for Subject Encourage Cash Crops (+10 Liberty Desire) Increases likelihood of cash-crop goods to appear for subjects new colonies. Increase Navies from Colony (+10 Liberty Desire) +5 Naval Forcelimit for Overlord & -5 Naval Forcelimit for Subject Increase the Gold Tax (+10 Liberty Desire) Effects TBD
Self-Governing Colony This is the colony type that will expand and develop fastest, but they will have the highest liberty desire, and the perks you can give them are not beneficial directly to you.
global_ship_trade_power = 0.2
embracement_cost = -0.1
merchants = 1
production_efficiency = 0.05
colonists = 1
development_cost = -0.15
liberty_desire = 25
10% less Tariffs for Overlord
Allow Autonomous Trade (-5 Liberty Desire) +5% more trade power for subject. Allow Autonomous Taxing (-5 Liberty Desire) +5% more tax for subject Allow Autonomous Militias (-5 Liberty Desire) +5% more manpower for subject Allow Autonomous Navy (-5 Liberty Desire) +10% more Sailors for Subject
There are also different events happening depending on which colonial type your colony is. We are not just adding new features and polishing them, for 1.31 there is also currently over 500 different older bugs that has been fixed so far, and we have been busy tweaking and improving the interface as well.
Some of the UI improvements include.
- Alert for Inactive Merchants - Alert for when one of your coasts are being invaded by an army. - When you view rebels in the stability view, the locations will revolt risk for that rebel will highlight on then map.
Now we are taking a small hiatus from development diaries, until we are back to talk about diplomacy by the end of March.
Welcome to another Europa Universalis IV development diary. Everything is going fine with the development of Leviathan, as we are working on polishing content at the moment.
We have talked about some major improvements to playing tall in previous diaries, with possibilities of stacking manufactories and concentrating development. Today we will talk about something that synergies nicely with both these features.
Centralizing a State
The final new Playing-Tall option is the ability to Centralize a State. This action reduces the administrative cost of a state by as much as the value of 20 development points.
Centralizing States costs 100 Government Reform Progress points and takes five years to complete.
This interaction is available both through the state interface and through the macrobuilder. Never Mothball A small thing that might make the top 3 of some peoples requested lists, and may be completely ignored by others is a small toggle for individual forts to never mothball.
We are adding a small checkbox in the province interface that if enabled, that fort will never mothball when you mothball every fort in your country from the military screen. This is something you may want to use when you may want to save money on lots of forts, but never risk it with the important forts next to France. Canal changes With the new monument mechanics, we moved the old great projects system to be using the new monument code internally as well, which gives a few benefits, in that you can upgrade them as well. Each upgrade takes about 10 years further, and about 1000 gold each. We are also making the canals available from an earlier technology as well, from admin tech 26 to admin tech 22.
Previously the canals, besides opening the paths, gave a +20 trade power to the location, now instead they are giving these.
Tier 0 +10 Trade Power to Location, and +1% Trade Power to the Controller.
Tier 1 +20 Trade Power to Location, and +2% Trade Power to the Controller.
Tier 2 +30 Trade Power to Location, and +3% Trade Power to the Controller.
Tier 3 +50 Trade Power to Location, and +5% Trade Power to the Controller.
Next week we’ll be back and talk about colonial nations.
Hello and Welcome to another development diary for Europa Universalis IV. As it is another one written by me, it might be a bit shorter than you’d like, but I hope the information is interesting enough.
One of the things we wanted to focus on with Leviathan was to strengthen the ability to play “tall”,or in other words, how to become more powerful without necessarily expanding all the time. We talked in an earlier diary about the first of three new features regarding playing tall, Expand Infrastructure, which allowed you to stack multiple manufactories in the same province.
--- Today we’ll be talking about the second of the ‘play tall’ features for Leviathan, as we delve into Concentrate Development.
Concentrate Development is an interaction that is done to either one of your territories or to one of your subjects states or territories.
This will reduce the development in that area by an amount comparable to a horde razing it, and then that development will be distributed to your country.
Fifty percent of that development will be going directly to your capital, while thirty percent will be distributed randomly among stated provinces, while the final twenty percent is lost.
There is a cooldown of 50 years for how often you can do this in an area.
Doing this to one of your subjects will upset them and also increase their liberty desire, so be careful.
There are also two government reforms that makes this loss less painful, as it removes the twenty percent lost, and instead adds that development to the capital.
The Mandala Reform, available to the chinese techgroup and either dharmic, eastern or muslim religions.
Siamese Absolutism - which is given from some missions.
Speaking of the Mandala Reform, it's a first tier reform, that besides giving you free development concentration also grants the following.
+15% Vassal Income
+1 Vassal Force Limit Bonus
-33% Governing Capacity
Connected to this, is a new peace treaty called Pillage Capital! As sometimes you want to grow your power, and weaken your enemy, but you do not want to take on more territory. In that case, just use the new “Pillage Capital”(™) peace treaty, which will concentrate development on their capital state, benefiting you!
Stay tuned for next week, when we will talk more about playing tall, and maybe something about canals.
We reverted the patch back to 1.30.4 due to technical issues.
//EDIT//
The release of the recent Europa Universalis IV update has clearly been a mistake and has damaged a lot of the faith many of you have. We did not expect that this update would corrupt ironman games or significantly affect multiplayer, and clearly it should have gone through much more testing.
We are reverting the Nakama update, so that going forward people will be playing with the version of Europa Universalis IV that was live before this update, 1.30.4.
We cannot, of course, roll back your saved games if you have already had them corrupted by this update. No reversion can undo problems that have already occurred, but can prevent more people from encountering them.
Before we return to the Nakama update, we intend more extensive testing to better identify any additional problems, and will explore the feasibility of a public beta. We apologize for ruining the Europa Universalis IV experience that so many of you have been having.
Hello everybody and welcome back to another EUIV dev diary and it has been a while for me!
Shortly before EUIV moved over to sunny Barcelona, I devoted some of my time to reworking Australia as I felt the current map of the continent was a bit lacking and very annoying to own what with all these little unconnected islands amidst the wasteland. On top of that, the continent being an entirely uncolonized block of nothing before colonialism seems a little inaccurate, given how lively the continent actually was before the Europeans arrived.
So, first thing to note is that Australia is now entirely connected through colonisable provinces, with the great Pilbara now connecting the north and west of Australia. Another important rework comes in the form of the new states Australia now enjoys. What I wanted out of this is I wanted Australia to be on par with the other colonial regions in the game in terms of province count and strategic importance. When shaping the states and provinces, I wanted to hit a nice balance between pre and post colonial Australian borders, so state borders are largely determined by colonial Australian state boundaries, while provinces are more determined by the distribution of Aboriginal peoples. All provinces also have both their Aboriginal and colonial names depending on who owns the province. The Australian Gold Rush can now be yours, with Australian provinces enjoying a high chance of gold and some provinces in the south having a chance for gems, and a few key provinces able to produce coal. Next, I’ll highlight some of the playable nations down under. Up north we have the Larrakia Federation composed of all of the top-end nations you see here, with Larrakia and Tiwi enjoying a unique set of national ideas. The Larrakia federation was responsible for much of pre-colonial Australia’s wealth through trade with the Makassarians. This trade also brought with it some Islamic influences, though the Aboriginal people of Australia never fully converted. Larrakia Ideas
I would have loved to have made ideas for all nations in Australia, but alas time was not on my side there so if you do not have unique ideas, you will get the shared Aboriginal Ideas. Generic Australian Ideas
But Aboriginal culture is not a single monolithic entity, so it has been divided into its own group. If we were being entirely accurate about this, almost all provinces in Australia would be their own culture, so some generalization has been done for gameplay purposes. On top of all these new nations, the Aboriginal Australians also have access to the new Alcheringa religion! Most commonly known to colonizers as “Dreamtime”, Alcheringa refers to the vast distinct religions found among the Australian population. Though each people usually have their own distinct faith, most Australian faiths have a concept of “Dreamtime” or “The Dreaming”, a time of myth and legend that simultaneously occurred in the distant past and continues to occur around us every day. Every Aboriginal people has their own pantheon of gods and “Dreaming Stories”. Alcheringa uses a system similar to the Fetishist cult system, with new stories becoming unlocked via missions.
These missions vary in what you must do, from defeating enemies in battle, to building an oceangoing vessel for the first time, to turning the Makassar trade on its head and dominating trade in the Moluccas.
The Aboriginals also enjoy all new unit models. That’s all for this week, hope you all enjoy my last hurrah of EUIV content.
Picture a capital city that shines like a gemstone, improved by the wealth drawn from the hinterland - decorated by riches demanded from vassals. A capital not of a mighty territorial empire, but of a compact and concentrated state that can still use gold and favors to influence neighbors and rivals. Picture it and then make it so in Europa Universalis IV: Leviathan.
Leviathan is the newest expansion to Paradox’s flagship grand strategy game about the early modern world. Leviathan offers new tools that allow you to play “tall” with smaller and more focused realms with a few centers of power. It also has a host of other changes to well-established game features like Regencies and Colonies.
Among other things, Leviathan gives you new ways to quickly develop your capital, drawing resources and power from vassals or newly conquered territories, and allows you to build beyond your province’s construction limit if you are willing to pay the price.
Europa Universalis IV: Leviathan will be accompanied by a major free update that reworks the Southeast Asian and Australasian maps, with new nations, new cultures and new religions. This fascinating region of powerful monarchs and rich merchants takes on new color and offers new ways to play.
Good morning, everyone! Today we're back to some exciting content, talking about a whole new feature we'll be introducing in our next expansion: Monuments! Similar to the Wonders feature in CK2, you'll be able to build some of the most iconic and stunning buildings that serve as landmarks for many of our different playable nations. And, of course, given how important they were (and some still are), they will also grant you special and permanent bonuses. Let's cover some of their major points!
Monuments are a special type of building that can only be built in certain provinces (according to their real life location), already set at the beginning of the game. However, some of them will be able to be relocated to your capital if you own their province. This is true for some "non-settled" monuments, like Stonehenge or the Moai, but will be impossible to do when it comes to other bigger monuments, like Nôtre-Dame.
Monuments will be displayed in the province view in a separate window, each of them having a new and unique 2D art that portrays the monument at its highest (but also according to our time period). In this view you'll be able to see the benefits of upgrading it, the cost and the requirements for doing so, as well as the current tier, represented by medals.
Monuments have 4 different tiers, ranging from 0 to 3. Tier 0 implies that said monument is completely devastated or not even built yet and you will get no bonuses from it; each building will have a default tier at the beginning of the game, according to its real life state in 1444. Achieving a new tier is both time and resource consuming, costing a total of 1000 gold to upgrade each time and taking 50 years to complete. This process can be sped up by using an extra 300 gold to bring the project forward by 730 days or by using 10000 manpower to get the same result.
The modifiers you get from reaching every tier are permanent and linked to the purpose of each building: for example, the Alhambra will reward you with some diplomatic and administrative bonuses, whilst the Shwedagon Pagoda will help you boost your karma and legitimacy, also reducing the unrest in the area. These bonuses may apply to your province, its area or the entire nation, growing stronger and wider as you upgrade your monument.
Monuments will require you to meet certain conditions before building or upgrading them and, if you fail to meet them, you will also lose their bonuses even after having completed their construction. Normally these conditions are to have a certain culture or follow a certain religion, but some monuments, like the Ambras Castle, are available for everyone that owns their province to build.
After conquering a province with a monument, its tier is reset to 1 to show the impact of the war in the city, even if it was already in an upper tier. However, it won't be reset to tier 0, as if it was completely destroyed. Also, provinces with a monument cost more warscore, as they hold a special significance to their owner. The new owner, however, will be able to upgrade it again, as long as the requirements are still met.
Some missions will also be linked to certain monuments, specially if they were relevant for a tag during the time period we are covering. For example, you can see that in this Majapahit mission one of the requirements is to have the Borobudur temple upgraded to its maximum tier. Some other missions will also give you a great projects' building cost reduction or time reduction bonus, making it easier to upgrade your monuments.
(Please notice that our icons are still placeholders). As you can see in the first screenshot, certain monuments will also have 3D art displayed on the map. Those models that were already implemented in the National Monuments cosmetic dlcs will be added as proper monuments, and you'll be able to see them both in the political and terrain mapmodes.
Thank you for reading and I hope you're as excited as we are about this! See you next week!
Welcome everyone to another development diary for Europa Universalis IV. This time it's yet another short one, written by me, talking about some new mechanics.
First of all, we are changing the Plutocratic Government Reform. For those that do not recall what it is, it's a reform available to countries in either of the indian, muslim, chinese or east-african technology groups. Previously it gave a merchant and affected the influence of some estates.
In 1.31 it will become far more powerful, as it will also get all the benefits and drawbacks of a merchant republic, including trade posts & trade leagues. This will make it possible to create a powerfully focused trading nation in the east. Secondly, as you may have noticed in the previous screenshot, this reform also unlocks something called “draft transports”. This is an ability that comes with the next expansion, and allows you to quickly get transports at a cost that may be beneficial to you if you are a smaller nation.
Drafted Transports will begin construction in as many ports as needed, just like building a template, and the amount of transports you get depends on your naval force limits.
Drafted Transports take half the time of a normal transport to build.
Drafted Transports cost a fraction of your income instead of a fixed amount, so it is not really beneficial to large empires, but it is a great way to quickly and cheaply get a new transport fleet when playing a lesser naval power that can not afford keeping it around all the time. Next week, we’ll be back, talking about a new feature that may either be unprecedented or something really really lasting.
Good morning, everyone! Today we're back at North America taking a look at some of the remaining interesting tags in terms of missions and events.
To begin with, we have the Pueblo tribes, in the actual New Mexico region. The tags we have for them are Isleta, Acoma, Zuni, Zia and Ohkay Owingeh. They lived in adobe or stone villages, and were mainly interested in agriculture, specifically maize. They were descendants of the Mogollon Culture, the Hohokam Culture, and the Ancestral Pueblo people, who inhabited the village of Mesa Verde, where a spectacular cliff palace can be seen. Some highlights of this tree include:
The missions "Place that Always Was" and "Restore Mesa Verde" make reference to said village, giving prestige and diplomatic bonuses after owning and developing it.
"Chaco Roads" and "Irrigation Canals" are references to the importance of agriculture in the region, with the first giving benefits to trade efficiency and range in the provinces that have native great trails, as well as some small manpower modifier, since they can also be used for military travel purposes. The second one rewards the building of irrigation canals with some local production efficiency, as long as you keep your devastation low.
The "Ancestral Puebloans" mission lets you change your tag name to "Pueblo", as long as you have conquered all the other provinces of the same culture, or by having a Federation Size bigger than 5. It will compensate your efforts with a permanent modifier that gives you +5% Morale of the Armies and +1 Diplomatic Reputation until the end of the game.
When it comes to events, among others, the Pueblo tribes will get "Po'pay's Rebellion" events, which happened in 1680 and was a revolt organized by the Native Pueblo people against the Spanish colonizers, and which succeeded in expelling them from their land for more than ten years. In the starting event, you'll get a general named "Po'pay" and a +10% Morale of the Armies to combat the colonizers. Then we have the Dakota and Lakota nations, formed by the Sioux, Wichiyena and Lakota tags, which lived around the Lake Superior region. They were a society much more focused on hunting and gathering, thus tracking animals through the woodlands, harvesting wild rice and fishing on wooden canoes. Their villages were organized in camp circles, large extended families led by a chief appointed by a council of elders, and this kinship ties were a key feature of their lives both on a personal and on a more pragmatic level, affecting warfare, alliances, work and marriage.
The "Camp Circles" mission addresses this social organization, being triggered when your capital has at least 10 Development, and you have at least 1 Stability and 200 Diplomatic Points. As a reward, you'll get +25 Government Reform Progress, and some extra diplomatic power.
The "Seven Council Fires" mission is a reference to each of the fires representing one of the seven Dakota villages, who would gather together in peace or war negotiations. Owning these seven provinces would add some extra military power to your nation.
Both "Hereditary Enemies" and "Fight the Iroquois" address some old rivalries between the Dakota and Lakota people against some other tribes. The first one is about the dispute against the Ojibwe people, so having a -100 opinion of them, and them having a -100 opinion of you would be rewarded with some prestige and morale bonuses, as well as claims to their provinces. The second one is about fighting for the resources around the Great Lakes against any of the Iroquois tribes, giving an extra manpower modifier as a reward.
One of the events for these nations is Foreign Trade, since a few European explorers and missionaries lived among the tribes and tried to gain their respect by following their traditions. One of the most important alliances was the one that the Dakota tribes entered with French merchants in the late 17th century, where they traded fur in exchange for European goods. In this event, you'll get local trade power and production efficiency to your capital, in case you manage to achieve an alliance with France while they own any province in the North America super-region. After that we have the Powhatan nation, which inhabited the actual Virginia region. One of the main focuses of these people was the use of birchbark canoes for both warfare and fishing, however, they also had a great interest in growing crops, especially maize, as well as in hunting in the woodlands. They were among the first Natives to experience contact with Europeans, and some of the events for this nation address that matter. Some highlights of the mission tree are:
"Just Around the Riverbend", "Head of Navigation" and "Powhatan Fleet" are all focused on the naval power of the Powhatan tribe, so building to Naval Force Limit, and having enough transports and a flagship will reward you with Ship Durability, Morale of the Navy, National Sailors Modifier, and some Navy Tradition, apart from a Admiral with 80 Tradition when completing the last mission.
"Yehakins" is a reference to the type of buildings they used for living, made of young saplings, woven mats or bark. Having a longhouse in any of your provinces and a fortified house in the capital will reduce the development cost for those provinces, as well as increasing the local tax modifier and giving a small government reform progress.
"The Laughing King" was chief Debedeavon, ruler of the Accawmacke Native nation, tributaries of the Powhatan Chiefdom when the first Europeans arrived in 1608, and a legendary monarch that will become available for duty as a 1/4/3/2 general if you have built your Army and Navy to their Force Limit.
Some of the events for the Powhatan tribe include Tribal Trade and European Trade, which both focus on changing the resources produced in your land. The first one addresses the trade of copper and red dye as luxury objects that the Powhatan would cherish, while the second is triggered when any European nation gets a neighboring province, allowing you to exchange crops for iron or wool from the Old World. Lastly, we have the Cherokee people that lived in villages along river valleys in the actual North and South Carolina, Tennessee, Georgia and Alabama areas. Agriculture and gathering were both part of their culture, and, as most Native societies at this time, gathered maize, but also engaged in hunting, with their trade being valuable by European nations, since the deer skins they collected from their mountain hunting-grounds were of exquisite quality.
The "White Government" and "Red Government" missions are references to the two types of government that the Cherokee people had, one for the peaceful times and another for times of war. The first one requires a Stability of at least 1, +200 Gold and the employment of a Diplomatic advisor, and will reward the player with a new and cheaper advisor, and some diplomatic power. The second one needs a general and to build to Army Force Limit and will reward the player with a new general and some military power.
"Botanical Exports" addresses the ethnobotanical knowledge of the Cherokee people, both in recognizing the healing and harmful properties of the plants that surround their land. Completing the mission will reward the player with two modifiers, one increasing the Trade Efficiency and another one increasing the Manpower Recovery Speed, since this knowledge will help them recover from battle.
Among the events for the Cherokee nation, we have the Cherokee National Council, which was created in 1794 and ruled their nation as a legal and autonomous tribal government until the year 1907. The event will be triggered either by having the Clan Council Reform or the Native Republic Reform, and some stability and diplomatic power will be added to your country. We have also added 18 events to the Totemism faith, including two small event chains. One of them addresses a Native myth that holds some similarities to Orpheus and Eurydice's famous story; the second one is about the finding of a sacred cave in your land and follows this structure: Where the Legend Begins (totemism_flavor.8):
Triggers if you have a province that is not your capital.
Option a: Send explorers (-5 treasury, -0.05 manpower, adds province modifier “legendary_location”, giving local_autonomy = 0.1, local_unrest = -2 and prestige = 0.25 until the end of the game).
Option b: Do nothing.
Exploring the Caves (totemism_flavor.9):
Triggers if you have chosen option 8.a.
Option a: Adds church_loyalty if you have estate_church, adds temple to the sacred province if the nation is reformed, adds native_ceremonial_fire_pit if the province doesn’t have one, adds a native_longhouse if they do or adds prestige = 10 if none of these are applicable.
Cave Maintenance (totemism_flavor.10):
Triggers if you have chosen option 8.a. and have already had event flavor.9.
Option a: Sends your adm or dip advisor to take care of it, adds province modifier “tot_legendary_location_maintained” for 1825, giving local_unrest = -3, prestige = and prestige_decay = -0.01.
Option b: Sends your heir (will trigger event flavor.12 and he gets a 50% chance of having a +1 adm point), adds province modifier “tot_legendary_location_maintained” for 1825, giving local_unrest = -3, prestige = and prestige_decay = -0.01.
Option c: Donate some money, treasury -10, adds province modifier “tot_legendary_location_maintained” for 1825, giving local_unrest = -3, prestige = and prestige_decay = -0.01.
Option d: Do nothing.
Where the Legend Ends (totemism_flavor.11):
Triggers if the country doesn't follow the Totemism faith anymore.
Option a: You leave the caves. Removes all province modifiers of the chain, adds country modifier “tot_legend_abandoned” for 3650, giving religious_unity = -0.25.
A Convenient Landslide (totemism_flavor.12):
Triggers if you have chosen option 10.b.
Option a: There’s a 30% chance that your heir might die.
Thank you for reading and see you next week back with some new mechanics!
Hello and Welcome to another Europa Universalis IV development diary. 2020 was an interesting year to say the least, but now we are in 2021, and the Tinto team is now fully up to speed with working on the new expansion. Today we’ll focus on some new aspects related to Heirs, Regencies and Estates.
First of all, one change for heirs and their legitimacy is that it will start a fair bit lower on average, and slowly increase over time as the heir grows older. Having high prestige increases it faster. Please note that corruption in your court increases it, as there is nothing screaming legitimate future King as much as a few sacks of gold in your pocket.
Secondly, with this new expansion, we have removed the regency councils, and instead replaced them by Estate Regencies.
Instead, a Regent will be generated from your most powerful estate. This will further increase the power of that estate, which might also give you a specific benefit or not. Please note however that this does not replace consort regencies - consorts will still take priority over an estate-led regency
Thirdly, we are adding the option for extending a regency. Extending a regency reduces legitimacy by 10, and extends the current regency with another 5 years. Of course, the claim of the heir continues to increase. While a regency has some drawbacks, this can be very beneficial, if your heir is an imbecile, and your regency council is not entire incompetent.
Lest we forget, we have also changed so that you are no longer constantly losing legitimacy the longer you have a regency, but instead its an increase in stability cost.
We are also adding a fair bit more interesting events that occur when you are in a regency, all to add more interesting flavor to the experience, not to mention interesting situations.
As you may have noticed, this is one of the shorter development diaries, even if it gives you some new features, but next week, we’ll return to an interesting look at some more american nations and their content.