Hej allesamen! Welcome to our next Development Diary for Europa Universalis IV! After covering the Baltics it is finally time to switch our focus to Scandinavia, so let’s get started!
As the 13th century drew to a close, powerful social mechanisms such as feudalism and manorialism had formed deep roots in the Danish Court. At the same time, the Christian church had, at that point, come to dominate religious matters all across the Scandinavian region. At home, the royal family, spearheaded by Margaret I, would finally place a singular dynastic head on each of the three lions’ thrones, during the last years of the 14th century.
As of the treaty of Kalmar in 1397 the Nordic Crowns of Norway, Sweden and Denmark are intended to be borne by one monarch. Since its inception this Kalmar Union has been led by the Danes, the strongest and richest of the Nordic powers, close to the continent with an ambition to control and dominate the Baltic Sea area.
Eventually however, the Kalmar Union fell apart when Sweden broke free from Denmark and established an empire of its own later on. The goal of the Danish mission tree is to avoid this fate. It also focuses on the ambitions Denmark had during the time period of EU4 and as such is a lot less experimental than the Teutonic and the Livonian Orders’ mission trees.
You will notice that the Danish mission tree is separated into two “blocks”. The first half is about keeping the Kalmar Union together with a few conquest missions on the side to ensure that Denmark is the sole maritime power in North Europe. The second block on the other hand is a lot more about the Danish ambitions of colonialism, the question of religion, embracement of Absolutism and the usage of mercenaries as the army for Denmark.
We will focus on the Kalmar Union block first as it ties into the mechanics which are unique to Denmark with the upcoming DLC. When you start as Denmark while the DLC is active you will be confronted with this government reform at your start:
The Kalmar Union is a somewhat mixed bag for the player. On the one hand, the diplomatic relations and possible advisors are desirable to have, but on the other hand you are confronted with the fact that you can not manually integrate any kind of personal union (however, inheriting them is still feasible though). You also have to deal with the “Kalmar Election” which is a unique mechanic to Denmark. As you might know neither Sweden nor Norway had a hereditary monarchy but an elective one. So whenever your king dies as Denmark while you have this government active you get the following event:
This will trigger the following event for your Scandinavian personal unions: alt="ele
It is important to note that the AI will make their choice based on your prestige, diplomatic reputation and how much Liberty Desire they have with the latter one being their biggest factor. As Denmark you really want to keep the liberty desire low of each of your personal unions or otherwise they might spiral out of your control and will easily find supporters for their independence.
While the first and third options are rather self-explanatory, the second one is a choice that the AI can take when they are not fully convinced by your ruler - mostly when your ruler is quite the unfortunate one regarding his monarch skills - but do not desire to break out of the Kalmar Union yet. In this case the junior partners can suggest somebody from their own ranks to take over the Kalmar Union as your king:
This will of course trigger an event for Denmark where they can accept or reject to proposed regent:
Of course you can always reject the proposal, though this will result in your junior partner becoming slightly upset about your decision. Alternatively, you can accept the new king, but because your junior partners have to elect their king this will result in a new re-election:
However, this event will not allow your junior partners to propose another new king (otherwise you would end up in a loop of elections of new kings while hilarious for the first three or four rounds can become quite annoying really fast). Additionally, the one who suggested your new king in the first place will ALWAYS elect him to king, so you can reduce some liberty desire this way.
While the Swedish and Norwegian nobilities are a pain to deal with, you cannot forget your own. Historically, the Danish nobles did not support the Kalmar Union and attempted to exploit the divided attention of the Danish King. This gets represented in form of an event which triggers around every four years:
There are 11 demands in total and the nobility will pick one of them. Each one of them has some penalty to your country: be it from losing monarch power to losing Ducats to even getting the risk of a hunting accident.
Now let’s go back to Denmark's mission tree. The centerpiece of the mission tree focuses on resolving the conflicts with the other junior partners. By increasing the opinions of your Norwegian and Swedish subjects you can complete the missions “The Crown of Norway” and “The Crown of Sweden” which give you the following events respectively.
The first option allows you to receive a penalty to National Tax Modifier / Goods Produced Modifier by -10% and an increase of the Nobility’s Influence by +10%, but in return your two subjects gain a modifier which decreases their liberty desire by 10% and increase their Yearly Tax Income, which makes them to durable subjects during your wars with other European countries. The second option just gives some monarch power. On the other hand there is the third option which allows you to be more risky with your personal unions, giving the following effects:
Note: keep in mind that numbers and modifiers are NOT final.
The “Integrate Holstein” mission is rather self explanatory. However, “The Nobles of Sweden” is a little bit of a different story:
This whole mission is basically about a medium-long event chain (which also incorporates some of the vanilla Danish / Swedish events into it) where you can choose how to deal with the nobility of Sweden. For the sake of simplicity I will only highlight the two possible results of the event chains:
The event for Sweden when Denmark chooses to be more hostile...
After dealing with the Swedish nobility (by either defeating them on the battlefield which is Sweden or by executing them in quick succession in Stockholm), you can start working on the “Ratify the Kalmar Union” mission which triggers the following event for you:
Note: Modifiers and mechanic values are subject to change.
Keep in mind that you get this event ONLY when you complete the “Ratify the Kalmar Union” mission while having the Kalmar Union government reform. Otherwise you get +100 Monarch Points for each category. The military bonuses mentioned here are the following ones: you gain flat +2000 Manpower and +400 Sailors per Junior Partner + an additional +5% Global Manpower Modifier and Global Sailors Modifier. Meanwhile, your junior partners will receive the military benefits of Marches, so keeping them as your military buffer states.
You also unlock one decision which might be welcome to any roleplayer here:
Historically, only Christopher III von Wittelsbach styled himself as “Arch-King” while everyone else in Europe just used the normal title. In a time where Cristopher and his heirs might have managed to keep the union together it seemed plausible enough to us that future generations of Danish rulers might choose to follow Christopher’s naming fashion. It is, however, a purely visual title and you gain no other benefit than having an unique title.
Now that we are done with the Kalmar Union section let’s take a look at the remaining missions of the first block. The most right side of the missions are quite obvious what they are about: challenge the English navy, conquer England and gain dominance in the British Isles. These missions are referencing the North Sea Empire, but the mission descriptions make clear that the conquest of England is motivated by maritime rivalry and commercial dominance in Lübeck and the English Channel, not by the lost accomplishments of the Danish vikings centuries ago.
The most left branch of the missions is more concerned about a more important enemy Denmark is facing: the Hansa. Some of you, the community, already commented how the poor merchant republic of Lübeck gets bullied in this DLC and Denmark’s mission tree continues with this trend. The mission “Humiliate Lübeck” unlocks a decision for you which will be very much needed for the next mission:
The mission “The Cities of the Hansa” will require you to control all the important centers of trade in the Lübeck trade node - all lands in the HRE. Because of that, you will most likely know to appreciate this decision as this will trigger a DEFENSIVE war against the Hansa. The rest of the mission branch is then about conquering Estonia and Novgorod and of course expanding the Sound Toll. Highlight here is a permanent +25% Trade Efficiency modifier.
Now that we are done with the European affairs part of the mission tree it is time to go into detail for the second block of missions. The missions linked to “Colonial Ambitions” are the biggest branch of this mission tree and cover the colonial ambitions of Denmark with a big focus on colonizing valuable trade company regions and a lesser focus on the New World (which also gets updated if you happen to play with a Random New World).
The second biggest branch of the flavor events are the branching missions on the most right. These are focusing on the religious direction of your country: stay loyal to the Catholic Church, embrace the Reformation or become a state of Tolerance. Completing the mission “The Age of Reformation” fires the following event which unlocks your religious missions:
One notable mission from the religious ones are the “Spread the Reformation” / “The Religious League” missions which you unlock by either taking Reformation or Catholicism missions respectively. What makes them special is that they are intertwined with the Religious League War. You complete them by winning the Religious League War and the mission rewards you with +2 Military Skill for your monarch and +150 opinion of every HRE member which follows your religion, which makes becoming the next Emperor of the HRE more feasible.
One minor but important branch I want to go into detail is the one regarding the mercenaries. As some of you might know, Denmark is not really known for its own strong military during this time period. Instead of Danish soldiers, the kings of Denmark relied heavily on German mercenaries to do the monarchs’ bidding. The mission “The German Mercenaries” emphasizes it. By improving the opinion of several owners of homes of Germanic mercenary companies you can complete this mission and the following event fires for you:
The mercenaries you unlock are dependent on which owners of Germanic merc company homes have a high opinion of you. In this case Denmark increased the opinions of Saxony, Hesse, Wurttemberg and Switzerland.
And that was the Danish mission tree!
As we were working on the Danish mission tree the time for us has come to also revisit the Danish ideas. While the kingdoms of Norway and Sweden have unique and/or very powerful ideas, the Danish ideas fell flat on both fronts. We wanted to change this for the upcoming update and as such we decided to give Denmark an update:
While we were updating the ideas of Denmark we also remembered another favorite of the community whose ideas were rather lackluster - even for its time back then:
I may return for a future dev diary on the many AI improvements we’re making for 1.34, but today’s topic is Land Combat.
First a recap:
For 1.33, we decided to change some things with combat; first mentioned in this January DD and soon amended by making backrow regiments take 60% less morale damage. The core idea was to remove some weird traps that uninitiated players (I would guess a majority) and the AI (without major modifications) would easily fall for. In particular, having a large army without a full back row of artillery could be disastrous.
However, those changes also caused some unintended balance effects:
Battles last longer, sometimes a lot longer.
Morale is much less important.
Stackwipes (officially “overruns”) are much less common (though this is mostly caused by the AI accidentally exploiting the Zombie Regiments bug, by shift-consolidating troops before battle).
Tech Groups’ impact through unit pips have been amplified. This has not been addressed so I won’t mention it again in this DD.
Additionally, some of you have pointed out that what can be seen as a “noob trap” can also be a source of tactical depth in multiplayer.
Now, let's look at what's new for 1.34 and how this addresses these issues.
Passive Morale Damage
In 1.33 we made the daily 0.03 “morale damage to reserves” actually only apply to reserves, where it previously applied to deployed troops as well. The intention was to relatively penalize overstacking more as well as to be consistent with the name. This is a major cause for the longer battles in the early game, and for morale being less important, and has now been reworked in 1.34 to as follows:
Deployed troops take a daily morale damage of 1% of max morale.
Reserves take a daily morale damage of 2% of max morale.
Only the reserves are affected by the Professionalism modifier, so it remains mostly a QoL modifier, although its absolute effect is now much bigger.
Max morale is not based on the regiment itself, but on the average of all regiments on the other side. Such that, in a standoff between a Prussian and a regular soldier, where neither is shooting, the regular soldier will run first.
The fact that this is now a percentage means that its importance will be consistent throughout the ages, so that late-game battle length is now shorter.
While on the subject of morale, some of you may know that when entering a battle against someone with higher morale, your morale progress bar starts at less than 100%. This is now changed to show the percentage of your own average max morale, rather than the max of all regiments on either side. This makes it easier in my experience to guess who is winning from just looking at the bars.
Zombie Regiments
As mentioned above, EU4 has always had a bug (feature?) called Zombie Regiments. In 1.34, regiments will always retreat and be replaced once either strength or morale reaches 0, removing the 12 day invincibility.
Additionally, an obscure condition for stack wipes based on the remaining morale of defeated regiments has been removed. You probably didn’t know about it (I didn’t), but it started mattering when 0-strength full-morale regiments were immediately retreated.
All in all, stack wipes are now much more viable than in 1.33, but still less viable than in 1.32 if the losing side has more than a full front row of decent-morale troops.
Adding a screenshot here for future readers, as the wiki link may be obsolete.
Insufficient Support
Insufficient Support currently works by applying a flat -25% Combat Ability to all troops of an army that has too much cavalry, even if it’s just 1 knight above the limit. Although it’s made a bit more complicated by counting armies from different countries separately, as well as mercenaries.
In 1.34, this will instead be a scaling penalty of -1% CA per percentage point of cav/inf ratio above your limit. The ratio will be calculated based on all deployed front row troops on your side, while the limit will be calculated individually per regiment. Only cavalry gets affected by the penalty.
Two things to note:
A country with a high support can still cause allied cavalry to lose CA.
If you overstack your armies, an overall balance does not guarantee a frontrow balance at every moment of fighting.
Artillery Pips
Artillery unit pips have been rebalanced.
Late-game artillery will have less defensive pips and more offensive ones, contributing to shorter late-game battles.
Techs 7, 10 and 13; which give two options; now have a distinct difference between the two, where neither is strictly superior to the other.
Let me take this moment to briefly explain an existing feature: for each damage calculation, backrow artillery propagates half of the sum of relevant defensive pips to the unit in front of them (rounding down). For example, the Leather Cannon will propagate 2/2=1 pip to strength damage calculation in the fire phase, and 1/2=0 pips during shock phase. For morale damage, it will propagate (2+1)/2=1 pip during the fire phase and (1+1)/2=1 pip during the shock phase.
With this feature in mind:
At tech 7, you choose between winning battles quickly (Mortar) or dealing strength damage (Houfnice).
At tech 10, the Pedrero is your anti-cavalry weapon by propagating 1 shock defense to the front row. But the Culverin deals more strength damage.
At tech 13, the Small Cannon propagates 1 morale defense to the front row in both phases, but the Large Cannon will deal more damage (to both strength and morale).
Reinforcement to Back Row
This change in particular is still subject to further testing, tweaking and possible removal.
Reinforcement to backrow means something very different now vs in 1.32. In 1.32 it was a way to push further infantry/cavalry into the death pit that was the back row. Only after all inf/cav reserves were spent did artillery reinforce to the back, and once there they never left. Now (since 1.33) only cannons can be in the back row, and they can also retreat from it, which makes back row reinforcement an important (and positive) thing.
From 1.34, each combat side will be limited to 2 back row reinforcements per day, plus 1 per 2 maneuver pips of the commanding general. This does not limit initial placement of artillery at battle start.
This is intended to increase tactical depth in multiplayer, by a number of means:
Armies caught low on artillery are more vulnerable, though not as badly as in 1.32.
Cavalry becomes more useful during two distinct phases of the battle:
Just after the initial line of artillery retreat, which happens roughly simultaneously.
Later in the battle, when the combat duration modifier is so high that artillery reinforcements can’t keep up with churn.
This breaks the symmetry of long battles, so that artillery (and by extension, infantry/cavalry as well) don’t all retreat in huge batches.
Quality becomes more important over quantity in long battles, as high quality troops will lower the “artillery saturation” of the enemy.
Breakthrough
After some initial testing and discussion, this feature will probably not make it into vanilla, but it will be available for modders to enable.
Two defines have been created: INFANTRY_BREAKTHROUGH and CAVALRY_BREAKTHROUGH, each being a probability between 0 and 1.
When defeating a regiment with artillery behind it, you have a probability (equal to the corresponding define) of pulling that artillery into the front row.
If we don’t change our minds, and if you still choose to enable this, there will be no UI or tooltip mentioning this whatsoever.
Well, that’s all for today!
Next week, Ogele will return with a Dev Diary showcasing the new content we’ve been creating for the first country in the Scandinavian region: Denmark, and its troubled lead over the Kalmar Union.
Hello there and welcome to our next Development Diary for Europa Universalis IV! For this week we will take a dive into the mission tree for Riga and into the additions to the game from the free update. So let’s get started!
Located at a commercially advantageous position, Riga enjoyed great wealth and affluence between the 13th and 15th century, during which she served as part of the well-known Hanseatic League. Despite its size, the city survived for many centuries, eventually becoming a manufacturing and mercantile center of whichever power had influence in their surrounding territory.
As for its mission tree we try to answer one question: is it possible to make playing (and staying as) an OPM enjoyable? The Rigan mission tree is relatively small, but it will lead your OPM of Riga into an unique direction of gameplay.
The mission tree is split into three branches, focusing each on different tasks for your nation to do. Starting with the smallest of the three, the “City against the State” and “Develop Our City” missions focus on establishing authority of the Archbishop over the city of Riga as historically the city itself was very autonomous of its ruler. What makes these missions special is that their rewards are the nature of the modifiers granted by them. Unlike usual permanent modifiers, your capital receives these triggered modifiers:
The most right branch of the mission tree is made of the military missions. Although the intended playstyle is staying as small as possible, it is apparent that a beautiful city such as Riga needs a buffer state to keep it protected from Novgorod and the jaws of Commonwealth. Because of this the mission “Raise Riga’s Defense” will give you a subjugation casus belli against the Livonian Order. You will also gain +10% Morale for a limited amount of time, but that is all you get, so good luck in your first war.
“Subjugate the Livonians” will give you your final subjugation casus belli against the Teutonic Order and unlock decisions which will handle the estate privileges of your Livonian subject. After the mission “Punish the Teutonic Order” you get the following event:
Finally, the mission “The Knights of Riga” will be completable when you manage to keep the Teutonic Order and the Livonian Order loyal to you, and it gives you the following reward:
The rest of the mission tree focuses on trade, religion and Empire. With the mission “Contact the Emperor” you can join the HRE through the following event:
With the mission “Papal Embassy” you gain another event which will make your capital into a seat for a Cardinal. Finally, if you complete the mission “Compete with the Swedes”, “Trade Presence in Lübeck” and “Papal Embassy” the following event fires:
The Catholic Plutocracy is a Theocratic version of the Merchant Republic, but with one additional bonus: you are allowed to sell Indulgences to other Catholic countries!*
*Cannot sell Indulgences to countries which are at war with you or are subjects. You need at least 75 Papal Influence. You cannot sell an Indulgence to the Pope himself.
Note: AI acceptance of the Indulgences is dependent on their current treasury, if they are in deficit and if they even need the extra stability. Countries with +1 stability for example have -50 reasons to accept it while countries with negative stability gain +50 reasons for every missing stability.
Of course selling Indulgences is not without its consequences. Every time you sell one to a Catholic country you will increase the Reform Desire by 0.25%. Eventually, you could run out of customers this way as the Reformation will convert them to Protestantism.
If you happen to join the reformation (and repent for you sins of selling Indulgences) you will get the following event:
Note: The name of this government reform is a placeholder, and we appreciate suggestions for a better sounding name.
While the Catholic Plutocracy focuses on earning money through the selling of Indulgences, the Theocratic Plutocracy is more concerned with spreading the Reformation. As such, the trade policy “Propagate Religion” will be available to you to convert Catholic provinces to your state religion - as long as you are either Hussite, Protestant, Reformed or Anglican. Additionally, you get access to the following peace option:
This is the first experiment of a peace option which forces the losing country to destroy a building in one of their provinces. In this case it is the tax building, and it selects the province in this order: capital, then highest developed non-oversea province, then highest developed province.
Coming back to Riga’s mission tree, the mission “Sell Indulgences!” requires you to either sell Indulgences 5 times, or raid 5 heretic churches in total. From there your mission tree branches into four smaller paths of which have the following highlights:
The mission “Mercenary Contracts” halves the Army Professionalism cost of all recruited mercenary companies.
The mission “Handle the Reformation” reduces the trade power needed for Propagating Religion from 50% to 15%. It also unlocks a new casus belli against all heretic countries, with the only goal is to force convert them to your faith - you can NOT conquer any provinces with this cb though.
The mission “Break the Hansa” can be completed by improving the opinion of all members of Lübeck’s trade league. When completed, Lübeck will get an event where they are either forced to grant temporary privileges to their trade league members, which make them basically useless for Lübeck, or let them choose if they want to stick with Lübeck or want to join Riga’s Trade League.
Speaking of Hansa: we have some good news for every Merchant Republic enjoyer here! With the free update, Merchant Republics gain full access to both their factions and estates. Although there were arguments that they should have one or another, we think it is a fair change if the merchant republic has access to both systems. Factions are very outdated and would require too much work for 1.34 to be reworked, which is why we have made this decision.
We also added a new government reform for Novgorod when they form Russia:
While we are at the topic of government reforms: Dharma overhauled the system of government reforms for EU4, and has allowed players to customize their experience as they progress through their campaign. While we really like the concept, the amount of choices always felt a little bit lackluster. Because of that we have decided to add new government reforms beyond the Tier 1 level, and rebalance existing non-Tier 1 reforms so you have more agency while picking your government reforms. Here is a peak into the more interesting reforms we are going to add for the Republics:
The general design idea is that government reforms should not necessarily be just a source for more modifiers to stack for you (though they will never really leave us either) but as changes and additions of mechanics of your country. For example: the mechanic “Can force Re-election” allows you to use one simple decision at the cost of 5 Republican Tradition every 20 years to trigger the “Election!” event. Despite the fact that it is just one simple decision attached to a government reform, it can have a significant impact on your Monarch Power generation.
With the addition of these new reforms we aim to have around 4 or 5 government reforms to choose from per tier above the first one.
With the help of our newest colleague we also have started to add new reforms for the monarchies. Here you can see two new reforms:
Of course we are also reworking some of the older reforms too:
Greetings everyone! And welcome back to another Development Diary for the upcoming DLC. Last week we took a look at the Teutonic Order, and for today we shall visit the monastic neighbor to its north: the Livonian Order.
The Livonian Brotherhood of the Sword was founded in Riga in 1202 for the purpose of christianizing Livonia. Despite their early successes, the Brotherhood suffered a heavy defeat against the Lithuanians in 1237. The remaining members of the Brotherhood then got incorporated into the Teutonic Order, which then later branched into the Livonian Order we all know in EU4.
The Livonian Order survived its Teutonic brother, but in the end it too was conquered by its neighbors. As such their mission tree is similar to the ones of the Teutonic Order: a mission tree of “what if?”, though this time it is a little bit more grounded as the Livonian Order did persist as the Polish vassal state Kurland for some time after until the third partition of Poland.
Just like the Teutonic Order, so does the Livonian Order have a bunch of branching missions depending on the path you choose. However, you first have to complete the middle column first in order to unlock your missions.
Most of the missions are rather self explanatory from their titles alone (“Protect Riga” and “The Teutonic Knights” both require you to ally or to conquer Riga and the Teutonic Order respectively for example). The more interesting one, however, is the mission “The Livonian Confederation”. In 1444, the Livonian Order was by far not as unified as it is shown in EU4. It had four bishoprics as well as the Archbishopric of Riga within it, which were not really subjects of the Livonian Order but allies.
Due to the freeze of the map and the hard block of introducing new tags to the game, we have decided to take a more abstract approach to the Livonian Confederation:
Every bishopric and the lands of Riga are portrayed as one estate privilege to the Clergy estate. And yes, we are increasing the number of maximum possible estate privileges from 4 to 6! More to it in the free patch section.
Each of these privileges has its own penalty which makes these bishoprics obnoxious to keep. Fortunately, you don’t have to wait endlessly for clergy loyalty to revoke them (though this is the easiest way to get rid of them). While you have any of the bishoprics active in your land, you gain access to these two decisions:
Each of these decisions is one way to get rid of one of these bishoprics. “Purchase Bishopric” requires you to be debt free and to have no deficit, as well as to have a starting capital of 100 Ducats (which is basically the starting fee to even get into the trade with one of these bishops), and triggers the following event:
The cost of these bishoprics is relative to the land they historically had. For example: the Bishopric of Reval was rather small and only covered the city, while the Bishopric of Dorpat covered the whole province. In general, the pattern is like this: the higher up in the event option, the more costly it gets.
If you cannot throw money at your problem to get it gone, then the decision “Dissolve Bishopric” might be the better option. At the small:™: price of 2 stability you can trigger the following event:
This decision cannot be enacted if you either already have rebels in your land or if you are at war.
On a side note: you need to own the provinces where these bishoprics are located to revoke the privileges through the decisions or manually. However, losing the land will NOT remove the privilege - this is mostly due to gameplay reasons as you shouldn’t be motivated to give all your land to Lithuania to get rid of these privileges.
After getting rid of all the small bishoprics and finishing the mission “Protect Riga” you can finally seize the lands of the Archbishopric of Riga, the mission “The Livonian Confederation” will be completed and you will get 10% Crown Land from your Clergy back.
Then, with the mission “Strengthen Our Authority” you can finally get this event:
Let us first start with the mission tree of the Livonian mission path:
You will notice that there are colonial missions, which seems a little bit weird for a Baltic nation whose only trade connection to the New World is in the Lübeck trade node. The reason for that is that the Livonian path of the mission tree gets shared with Kurland (more to it in the free patch section).
The colonial missions are quite obvious what they are about: discover the New World, colonize North America, colonize key ports of Africa and reach India. Highlights of these two mission columns are two rather powerful permanent trade bonuses such as +10% Trade Efficiency from dominating colonial trade and +10% Global Trade Power from colonizing India. On a side note: if you have a Random New World active then the North American missions get replaced with ones which address the Random New World.
Continuing with the mission tree, the middle column handles the mentioned issue of no gain from New World trade. With the mission “Deal with the Hansa”, which requires you to defeat Lübeck, you gain the following reward:
In a way, you will be able to benefit from your colonies even if you do not conquer the Lübeck trade node.
Another part of the middle column of the mission is the mission “Secularize the Order” which fires the following event for you:
The tag of Livonia has received some big changes, more to it in the 1.34 section.
With the mission “A Prussian Alliance” you either focus on conquering and developing Prussia OR keeping a healthy alliance with Prussia. If you complete this mission through diplomacy, you and Prussia become historical friends. I also should point out that the mission trees of the Teutonic Order and the Livonian Order were designed with a MP co-op approach in mind: missions which have overlapping regions of interest can be completed if either of the one tags hold the land.
With the mission “Reform the Government” you will start a process of creating a government reform which is suited for your needs. This will be a process of 6 events, each one of them has a mean time to happen of 5 years. Here is one of such event as an example:
Note: This is very much work in progress, and can differ from the final events.
You always have three options to pick from: the first one lets you focus on a more concentrated and focused government which is suited for tall players, while the last option is for expansionists, though these government reforms have their own sets of drawbacks. The middle option is the more balanced of the two, but this will reflect in your government reform too.
Right now there are 10 final governments you can get: one default “Livonian Monarchy” and nice specialized reforms based on your decisions from the 6 events. Here is a short overview of them:
Note: modifiers are not set in stone yet.
The final part of the mission tree is revolving around developing your land. Highlight of it is a permanent -5% Tech Cost Reduction in your capital province after constructing 10 universities.
That was the Livonian path, so let us move on to the Crusader path of the Livonian Order:
Those who have read last week’s Development Diary will know what the Teutonic Mission Tree was about, so you can expect to see some recurring themes - like the construction of churches and mending the Schism between Catholicism and Orthodoxy.
However, the Livonian Crusader missions are more focused on developing the Baltic and Russian lands; so basically a “Tall Crusader State”. The left side is mostly about keeping your country religiously stable and constructing churches and cathedrals - things you would expect from a faithful order of the Catholic faith. Highlights here are the missions “Build Cathedrals” and “Defender of the Faith”. With “Build Cathedrals” you unlock a estate privilege, which makes these tax buildings a little bit more useful:
Meanwhile, the mission “Defender of the Faith” requires you to be the Defender of the Catholic Faith for 25 consecutive years without any break. As a reward you get the following modifier:
The second column focuses on handling the Reformation while the middle one allows you to reform your knights and militarize them even further as they were. As the reward of the final mission you unlock the following government reform:
Note: modifiers are not final.
The final part of the mission tree is, well, about conquering and converting Ruthenia and Russia, as well developing these lands. “Support Our Brethren” is a mission where you are required to support other Catholic nations which border a powerful Heathen or Heretic country - most of the cases it is probably the Ottomans.
That was all for the Livonian Mission Tree!
Last but not least we take a look at what the free patch has in store.
Protestantism is a very versatile religion which has fallen off a little bit since Catholicism has gained its buffs. We don’t think Protestantism is actually that much weaker compared to Catholicism. However, a good way to make Protestantism more appealing we have decided to add three new Church Aspects:
Additionally, we are also experimenting with a way to make swapping church aspects actually worth your time. Whenever you select a new Church Aspect you gain a passive modifier for 10 years which increase the effectiveness in of the Church Aspect:
I want to stress out that it is an experimental buff and NOT final. Chances are high that this can be changed throughout the development of the patch.
Next is Reformed, which has received a more boring but direct buff to their fervors as they were rarely - if ever - picked by any nation; and this even before the buffs to Catholicisim. As such the following buffs were given:
Trade Focus: Gives now +10% Trade Steering additionally to the other modifiers
War Focus: Gives now +20% Manpower Recovery Speed additionally to the other modifiers
Stability Focus: Gives now -10% Development Cost additionally to the other modifiers
Speaking of Livonia: the tag of Livonia is now a formable for Baltic German nations (which is also a new culture in the Baltic, followed by Riga and the Livonian Order).
Note: Yes, we are aware of the irony of giving them a blue color considering Prussia is next to them.
Meanwhile, a new tag has been added which represents the Latvian natives of the Baltic, which also has the old color of Livonia if somebody wished it to have:
Finally, one last word: the decisions about taking the Electorate of your subject were received very well, and people asked for it to become a standard mechanic. These decisions are now part of the base game and are no longer unlocked by the Teutonic mission tree. Additionally, the estate privilege “Grant Orthodox Autonomy” can now be unlocked through early missions of Poland, Lithuania and Venice too.
That was it for today! Next week we will take a look at the content of our favorite OPM, Riga, along with some extra government reforms we’re planning to add to the base game.
Today I want to present to you the upcoming content for our Northern Europe Focused DLC. Yes, you heard it right, the next Immersion Pack is about the Baltic and Scandinavian countries! Sorry to everyone who was wishing for an Atlantis DLC :p
But before I get started with it, I want to share with you what we learned from the Origins DLC and the free content alongside it, so you can get a general idea of what the design of this DLC and Patch 1.34 will be like:
Branching missions are quite a success, and players are appreciating the flexibility of this new design. Because of that, you can expect that we continue with this philosophy for the Baltics.
Gaining Development from buildings was an interesting experiment. Although it was not as overpowered as many players have claimed, its snowball effect is definitely not something we will continue with.
Special units are one hell of a problem child to balance around. The Cawa units have shown that they have their niche, but they never really made it to become something of a backbone of your forces. While this is not necessarily tragic in Ethiopia’s case as the Cawa fulfill their role, it shows that we should dare to be more experimental with it.
The Mali experience is probably the most polarizing one in EU4 - you either love the punches given to you by the game, or you absolutely despise the rebel spam. In all honesty, we do enjoy having tags in the game which are more painful to navigate with. With that being said, in the Baltic DLC we want to have a similar on-the-edge experience for one of our nations, but not in the form of rebel spams. How this can be achieved - and if it will be achieved in the first place - is still an open question though.
The estate privileges and the new formables which came with the free content patch have been received very positively too - especially the Religious Diplomats. So we want to continue this trend of adding region specific content to the DLC, while more common additions - like estate privileges or government reforms - will be part of the free patch.
Speaking of the free patch: I know that there are people who do not care too much about the content of the Immersion Pack. Because of that, the end of every “Mission Tree Dev Diary” will also have a section addressing free content or balance changes concerning countries outside of the DLC’s scopes for Patch 1.34.
With that being said, let’s get started with the content reveal! But first, as usual, take into account that this content is currently under development and unpolished, so there will be placeholder art, typos, tweaked numbers, etc. before the release version.
“Where some states have an army, the Prussian Army has a state.” - Voltaire
“Prussia was hatched from a cannon-ball.” - Napoleon Bonaparte
“I promise the chastity of my body, and poverty, and obedience to God, Holy Mary, and you, to the Master of the Teutonic Order, and your successors, according to the rules and practices of the Order, obedience unto death.” - Oath sworn upon admission into the Teutonic Order
As you can guess, the first dev diary is about our favorite space marine nation, the Teutonic Order, and to some extent, Prussia.
Requested by Duke Conrad of Mazovia in 1225, the Teutonic Order conquered the land of the Old Prussians, converting them to Christianity while the Prussian lands got Germanized over the two centuries. As the Teutonic Order was eventually conquered and vassalized by the Poles, secularized into Prussia and inherited by the Hohenzollern, the mission tree of the Order is less about recreating history and more about the “what if”.
And the many question marks of their mission tree show it: The Teutonic Mission Tree has only 6 missions you can do from the get-go, which handle the very basics of the Order’s needs: gain protection from Poland, ally (and vassalize) the Livonian Order, build to force limit and of course handle the Prussian Confederation - which has become its own little disaster: Note: the way it works is still the same as it is right now in EU4. Just the first event which gives your burghers a ton of land has been moved from a random event into one triggered by the disaster. Without the DLC you will have a decision to end the disaster, while with it the mission “Handle the Confederation” will finish it.
The mission “Seek Imperial Protection” is about joining the HRE. As you are surrounded by Poland and Lithuania, it is only natural that you want to find a way to protect yourself from these two. The Emperor will of course receive the corresponding event to it too. Note: The Emperor will receive this event if you join the HRE through the HRE menu instead of the event - and they can kick you out if you are on the Emperor’s bad side.
The Emperor will most likely choose to accept the Order in the Empire - but under the heavy restrictions that internal wars within the Empire are forbidden. Of course you can choose to reject this… A lot of guides will probably have to be rewritten now as the HRE is no longer a viable expansion path in the early game.
The mission “Defeat Poland”, which can be finished by either conquering 4 provinces of Poland or by defeating 3 Polish armies in battle, will unlock the rest of your mission tree. You have the choice of two rather big paths for your country. You either can choose the Prussian path, which is the more historical (as historical as it can get with a Teutonic Order repulsing their doom) choice, and the Crusader path, which will let your order become more zealous in the Catholic faith than ever before, but the idea of a “Prussia” or “Reformation” becomes alien to you.
Let us start with the Prussian one. Taking this path will change your mission tree substantially: The Prussian path is mostly focusing on, well, becoming Prussia, and its role within the HRE, an improved military, Enlightenment and eventually crushing the Revolution. So if you take this path then expect to have a more long term campaign as your missions will mirror the ones of Brandenburg’s Prussia.
You might notice that there are still Branching Missions left even after taking one path. These missions are your “Path of Expansion” basically, as your Teutonic Prussia does not need to have goals of expansion like its historical counterpart had.
Completing the mission “The Order and the Empire” will grant you yet another choice of what path you want to follow: If you take either of the two HRE paths (Holy Roman Diplomacy and German Conquest) and the Emperor forbid you to declare wars on HRE members until you become Prussia, you will get the following event: You will form a Catholic Prussia within the borders of the HRE, becoming a Teutonic Bishopric, a new government reform for a Catholic Theocratic Prussia.
Now let us go through the three different paths swiftly:
The German Conquest path has missions which are all about the pure conquest of Germany. To be frank, there is not much to tell you about these missions as they are your classical “seek and conquer” missions in the HRE you are all familiar with. “An Empire of Iron and Blood” is, you guessed it, the final mission which basically asks you to conquer Germany. It is basically a glorified “Form German Nation” decision, but you get a nice +25% Governing Capacity modifier in your capital if you have one of the Prussian government reforms as your government type, at top of forming Germany (you receive this triggered province modifier as your final reward in all three of these paths).
The Holy Roman Diplomacy path is a little bit of a different story though: Unlike the conquest missions, in the Diplomatic missions your goal is to actually become the Holy Roman Emperor yourself and unite Germany not through iron and blood, but through letters and words. In order to achieve this you will need to be elevated to a higher position than just the one of a simple bishopric. Fortunately, the mission “Subjugate Brandenburg” will help you with that. By vassalizing Brandenburg, you get the mission reward which enables a casus belli against the Emperor as well as three decisions, which you can use to transfer the electorship from your subject to yourself. Purchasing the Electorship will require you to offer 6000 Ducats to the Emperor - while having no deficit nor loan. Requesting the Electorship will require you to be best friends with the Emperor, which means 190 opinions and 80 trust with the Emperor. The Emperor will also gain a substantial amount of favors with you, so keep this in mind. Gaining the Electorship through war is also an option as you can see in the image above. Finally, what is missing out is a decision which you can see when you become emperor and you have an elector as your subject, which allows you to usurp the Electorship, transferring it from your subject to yourself.
The mission “Become an Elector” will instantly elevate you to the rank of a kingdom - an Archbishopric of Prussia so to say.
Of course being an elector alone won’t make you an emperor though, so eventually you have to secularize your country. If you reach level 4 of the government reforms, have 2 stability, reach tech 10 and Protestantism has spawned, you are able to complete the mission “Secularize Prussia”, giving the following event: Additionally, the mission will also disable all rebels spawned from seizing land from the Clergy.
The final missions of this batch revolve around the Religious League War, becoming the Emperor of the HRE, and eventually revoking the privilege of the HRE.
But what if you don’t want to deal with the HRE whatsoever? What if you always wondered “what would have happened if Prussia was neither inherited by the Hohenzollern or remained a subject of the Polish-Lithuanian Commonwealth?”
For that we have the final path, which is the one of the Prussian Kingdom: These missions will set you on a conquest spree against Poland and Lithuania over and over. While they seem like another bunch of familiar conquest missions, they do have their highlights though. The mission “Push into Ruthenia” unlocks two unique estate privileges which stand in direct opposition to each other: The “Issue the Anti-Heresy Act” is a simple Clergy privilege which increases your missionary strength against heretics by 2%, while decreasing the Burghers Loyalty Equilibrium by 10%. The Burghers’ privilege “Grant Orthodox Autonomy” on the other hand is a little bit more intriguing. Coptic has been added here because Orthodox and Coptic faiths have this “Tolerated Heresy” relationship with other Christian denominations. In the context of the mission it might not make much sense, but from a gameplay perspective I think the privilege should behave the same for both.
The other highlight of this path is the “Fortify the Borders” and “Fortify Dnieper” missions which give a modifier to up to a limited number of fort buildings in the highlighted provinces, which makes the maintenance of a fort virtually non-existent. Your missions will give you claims in all of Poland, Moldavia and Ruthenia. In other words, you become the Prussian equivalent of the PLC.
But enough of Prussia for today. Let us talk about a more Catholicism orientated Teutonic Order playthrough: With the Crusader Path you return to your original purpose, which is Christianizing the pagans and heathens, but also to crush any kind of heresy you encounter. If you want to paint the political map with your name and the religious name in yellow, this path is perfect for you!
The most left-part of your mission tree will focus on expanding into Russia, ending the Third Rome and healing the Schism between Catholic and Orthodox faiths, though as you are not the Papal Authority but just an Order of crusading knights, your version of the “Healed the Schism” might be not as convincing.
The second and third columns are all about mad conquest into the east, pushing into Hordes territory and converting the steppes. The highlight here is the mission “The Ruthenian Plains”, which unlocks a new government reform for you! Your ruler gains a new, fancy title too!
While your Holy Order is conquering eastwards and facing more and more hordes, your fourth column of missions evolves and adapts your military to the environment of the steppes. Each military mission is about either reforming your military by achieving certain amounts of Army Professionalism (or Army Tradition), by winning battles, and later on by recruiting more cavalry units.
The military missions give a permanent modifier which makes your army more and more proficient at using cavalry. The next military mission will then replace the previous perma-modifier with a stronger one until you complete the mission “Establish a Great Cavalry” which gives the final version of this modifier: In easier terms: the more you are fighting the hordes of Central Asia and the more you crusade the steppes, the more your army becomes reliant on horses. And these military missions are basically “leveling your cavalry up”.
Eventually, with the mission “Crusaders of the Steppes” your Order will reflect the changes they did undergo through: On a final note: razing works a little bit differently for a “Theocratic Horde” such as your Teutonic Holy Horde. You can only raze heathen and heretic provinces, and you gain 1 Devotion for each 3 development razed. Additionally, because you get this reform rather late, the decrease of the Monarch Power starts at base tech 12 instead of 3.
That was all for the Teutonic Mission Tree!
Finally a quick word for something we want to address in the Free Patch of 1.34: with the buffs of Catholicism, the religions of Protestantism, Reformed and Anglicanism have fallen off a bit in their attractiveness.
Because of that we have decided to not necessarily buff these religions, but to add more appealing options to them instead: First thing: Anglicanism Aspects have been reworked. The Mercantilism and Cash actions have been combined into one. Then, Divorcing your Consort will now grant 12 ADM/DIP/MIL power per missing stat (so this means the worse your consort the more monarch power you get from divorcing, so a 6/6/6 gives 0 monarch power while a 0/0/0 would give 72 in each category). Marrying a Local Noblewoman will increase your chance of a new Heir by 100% for 15 years (you can imagine how this works). The Stability action now grants some Legitimacy (or its equivalent).
The new aspects are ‘Encourage Innovativeness’, which increases said Innovativeness Gain by 50% and Reform Progress by 15% for 15 years (hover of the aspect to read its tooltip, there you can find the values given). Then ‘Deport Heretics’ is kinda self explanatory. It also increases Settler Chance by 10% and Religious Unity by 10% for 15 years. ‘Reformation Diplomacy’ is a little bit of a “Religious Diplomats, but for the Reformation”, and ‘Militarize Religious Icons’ gives some army quality. However, ‘Militarize Religious Icons’ costs 200 Church Power instead of 100 like the rest.
That was it for today! Changes to Protestantism and Reformed confessions will be addressed with the next Dev Diary, as well as the content for the Livonian Order.
Hello and welcome to another Europa Universalis IV Development Diary! This week I will be presenting the Roadmap we have been preparing in the last weeks, giving a guide to some of the content that we are working on and will be showing you all in the coming months.
But first, you have probably noticed that I’m not Johan, who is traditionally in charge of doing this. That’s because I’ve been recently promoted to Content Design Coordinator here in Paradox Tinto, so, as the position speaks for itself, I’ll be coordinating the new content created. Therefore, Johan thought it would be a good idea [s]to take some boring work out from him[/s] to delegate this task to me.
On to the Roadmap. We will be sticking to the development principles we outlined in the past year. Those are:
Paid Features should be standalone, and easy to maintain.
No major feature reworks while we still have lots of bugs.
Reducing the bug-count as much as possible.
Add more content, like missions, graphics and music.
Flesh out the parts of the map that have not gotten attention the last few years.
At the moment, we’re quite satisfied with the current state of the game and we think it’s in a much better spot than one year ago. We’ve not only addressed a lot regarding the Leviathan issues (shivers), but have fixed a lot of legacy bugs (as we discussed on previous DDs), reducing our backlog of existing issues and starting a rebalancing of some parts of the game that were required and requested.
So, what can you expect from the next update (which will be version 1.34 of the game)? We will still be working on reducing our bug-count and improving game performance as much as possible. From a gameplay perspective, Gnivom will continue making improvements to AI, and we are already addressing the combat balance (topics that will be discussed in future DDs, so you can give us feedback about it after we’ve finished a first round of internal tests). We’re going to do some rebalancing of Idea groups (nothing groundbreaking, but trying to diversify a bit their usefulness). Also, we want to keep improving the Religion balance, making some changes to a few of them to make them attractive enough, as we have done in the last two updates.
Regarding the new content, we believe that we need to improve the state of the base game before we start introducing more major reworks. We also think that we have room to keep expanding already existing features. So, in that sense, you can expect that there will be more government reforms, more estate privileges, and a few more goodies here and there. But our main focus in this field will be to continue improving and developing mission trees and other accompanying features in regions considered a bit backwards content-wise. And, speaking of, we’ve got a clue of the area where we will be focusing from next week’s DD:
And that’s all for today! We’re very excited about the new upcoming content, and I promise you that my colleague Ogele will show you more detailed content next Tuesday. Stay tuned, see you!
Hello everyone, and welcome back to EUIV Dev Diaries! It’s been a while since the last one, but now we think it is due time to address a 1.33 Update Retrospective, and talk a bit with you about what we’ve been doing, and the topics concerning the community.
In the past month, since the 1.33 Update full release, the Team has been working mostly on the Post Release Support (PRS) of it. You may have noticed that our process in the Bug Reports subforum has changed a bit, and that the QLOC Team that gives us external QA support is directly addressing tickets, although the person in charge of it is AldathPDX, our QA Project Coordinator. Devs aren’t going to disappear from the subforum, though; we will still be going to interact directly with the reports when needed, but this way we’re becoming more efficient in what we really want to focus on - improving the state of the game. Speaking of QA, we have opened a position for an Internal QA Tester, as you may know. If you want to join us at Paradox Tinto, and you think you have the requirements for it, you can apply to it here!
Regarding 1.33 PRS, we decided to prioritize the usually tricky and hard-to-catch issues of OOS and CTD for the 1.33.3 patch released last week. We really wanted to focus on these issues, as we shared the concerns about MP games becoming more unstable. And, precisely because of this, we also decided not to introduce gameplay changes in this patch, as we preferred to release the most stable version possible, and fixing and testing other issues may have delayed this patch even further. We know this may be controversial, but we think it’s the most beneficial course of action for the game at this moment.
This doesn’t mean that changes are set in stone, as we want to continue gathering feedback from the community. We have to say that we are pretty happy with the results of the 1.33 Open Beta that was handled in the month prior to the release. We fixed a lot of issues thanks to the direct feedback gathered from you, the players, and we were able to make some further tweaks and changes quickly thanks to this. We think this has been a useful tool, and we’re open to using Open Betas again for future updates.
Going back to the gameplay changes topics, there are a couple that we know have been concerning the community in the past weeks: Combat changes, and allied AI behavior. The last one is more related to the kind of situation that may appear after improving it: now the AI acts on its own interests, which may not be the player’s, and that are different from how it behaved previously. This is something that happened in a few fields when improving AI for 1.33 Update, and that we rollback while developing it; but sometimes, this kind of behavior appears. We will be targeting AI again in the following months, so your game experience is quite valuable about this point. About the former, well, we already said that we wanted to “shake” a bit how Combat works, and our position is that we want extra feedback before committing to new changes. So, please, we want some constructive feedback in this thread regarding both topics, with your opinion on what works/what doesn’t, to further improve the gameplay experience (note: posts of the type “these changes are bad, just revert to previous version” are much less useful for us than those tackling the current situation and suggesting further changes for improvement).
The other big gameplay topic we addressed in 1.33 was rebalancing and adding a some extra content for the Eastern Asian regions, specifically on the Empire of China and Mandate of Heaven mechanics. We’re quite content with the outcome, as we were able to improve those in the Open Beta, and the issues we’ve been fixing regarding it in the PRS are not very concerning. Anyway, again, further suggestions are welcome, although more on the topic of polishing balance changes, than in adding more content, as we have started to move on to new things.
So yes, we’re already working on new content to be added to another new update! We’ve been spending some development time in the last weeks planning that, so because of it we’ve been a bit more ‘shy’ here. And now we have good and bad news. Good news is that we’re also recruiting another Content Designer for the studio! So, if you’re interested, you can apply here. The bad news is that you will have to wait a bit longer to take a look at the new content, as we’re in a very early development phase. In two weeks, after Easter vacation is over, we’ll present you the Roadmap for the new content, and we’ll start communicating again on a weekly basis.
That’s all for now! We hope to receive detailed feedback from you from 1.33, to keep working on it, as we’ll be reading your comments. See you!
Today we released a small hotfix for Europa Universalis IV addressing a few crash issues as well as some Out of Sync problems in multiplayer games.
According to all our testing, save files from 1.33.2 should be compatible, but it's never a guarantee. You can read how to revert your game version here!
1.33.3 Patchnotes ################### # Usermodding ################### # Other - Fixed game crash when mod doesn't have MAX_WARSCORE defined.
################### # Bugfixes ################### - Game crash after trying to use Draft Transport Ships options when at full naval capacity. - Game crash when hovering the mouse over a huge amount of ship stacks. - Fixed OOS related with death of rulers being also leaders.
Known issues: - There is an issue whith random crashes in multiplayer for MacOS. If you experience this - a bug report would be helpful - There are still some unidentified Out of Sync problems in multiplayer. If you experience them please submit a bug report.
Europa Universalis IV: Guns, Drums and Steel Volume 3 is the third metal tinged music pack, mixing genres and themes inspired by the Europa Universalis franchise. This collection contains 12 alternative metal songs, all written and arranged by Kasper Lindgren, and each with a touch of Nordic folk influence.
This music pack is included in the Europa Universalis IV Expansion Subscription
The time has finally come to release 1.33 to the world. This is the exact same build that's been up on the open beta for the last couple of weeks, and the version that's going live is 1.33.2 following the feedback we've received during the testing phase.
Save files from 1.32.x SHOULD be compatible with 1.33.2 - although we can never guarantee it. We always recommend that you revert your game version to finish any ongoing saves before updating.
################### - Added a new reform for the Celestial Empire, which allows the Emperor to convert tributaries into vassals at the cost of Mandate per Development. Subjects of the Tributary become independent. - Added 15 new custom nation ideas. - Added 8 new Custom Nation colors.
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# Gamebalance
# Economy - Trading range no longer extended by fleet basing rights, but is by non-independent subjects. - Vassals and marches don't extend trading range, but PUs and client vassals/marches do.
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# Governments - Becoming the new Celestial Empire grant the new Emperor -10% Land Maintenance, +12 Land Force Limit and +15% Manpower Recovery Speed in order to help the AI to unite China. - Independent Daimyos lose their government reform should they become subjects of a non-Shogun country. - Re-added the "Tribal Identity" government reform for natives. - The Chinese Kingdom government reform now gives -100 opinion of countries of the same culture and culture group. - The Great Mongol Horde government gives now +50% Cavalry to Infantry Ratio instead of 25% so you are no longer locked to be Tengri to enjoy 100% Cavalry fun.
# Religion - Base Harmony gain has been reduced to 0.25 while Harmony loss during harmonization has been increased to 3.25. - Confucian countries get +1 Harmony scaling with Religious Unity (100% Unity = +1 Harmony). - New events for the Alcheringa religion have been added, which allow the country to unlock the Dreaming Stories even without having access to the necessary missions. - Reworked the Harmonization modifiers, allowing players to harmonize religions in quick succession without suffering horrendous penalties. Also buffed the positive harmony modifiers in order to make Confucian more competitive against other religions. - The Yanzhou province has now the Temple of Confucius triggered province modifier if Leviathan is disabled, which gives +0.25 Yearly Harmony, +0.25 Yearly Prestige and +25% Religious Unity as long both the province and its owner are Confucian. - The modifiers from the harmonized religions have been buffed.
# Units - Fire and Shock pips now affect morale damage as well. - Overlord naval force limit numbers changed from flat to percentage. - Smolensk Units now prefer to display artillery in their stack (similar how Poland shows cavalry if their stacks have cavalry). - The Revolutionary Guard now has -50% Regiment Drill Loss. - Backrow troops now take 40% of the regular morale damage.
# Other - Being over governing capacity will no longer decrease the Tribal Development Growth. - Stated but no full cored provinces now have a governing cost of 50% instead of 25%. - Council of Trent concludes with the majority vote. - Being a Hegemony now decreases the opinion of other countries around you by 50 instead of 100. - Centralize State now decreases State Governing Cost by 25%, and now affects only the state, not the whole country, while State Maintenance is reduced by 20%. It also increases the Local Prosperity Growth by 0.1, while the action now costs 50 ADM. - Centralize State Governing Reform now costs 50 Reform Progress instead of 100 due to the newly added Admin cost. - Expand Infrastructure now costs 50 ADM, and reduces governing cost by 10% + 15 Governing Cost flat. It also now buffs the province in every aspect like for example decreasing local development cost by 5%, Monthly Autonomy by -0.005, Local Goods Produced Modifier by 5%, etc. - Reduced the manpower, sailors and force limit bonuses granted by colonies by 25%.
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# AI
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# Economy - Fixed Celestial Emperor advisor budgeting issue. - Rewrote AI savings logic. - Colonial nations spend more money on colonists. - Increased AI minimum colonization budget. - Reworked AI for mothballing forts, and made rich countries more likely to have at least level 1 advisors.
# Other - AI no longer tries to retreat to mountains if those are in neutral territory. - The Ethiopian AI will now prefer provinces of its state religion to move their capital. - Tuned down fort building, especially when on border and next to existing fort. - Added an ai_importance value to the decisions for forming Prussia in order to teach the AI that Prussia is op and should be formed if possible. - Made AI consider flanking again. - AI better understands importance of generals' pips. - AI now considers units' drill before starting a battle. - Fixed bug where AI thought 'coordinated attack' and instead sent individual armies to die. - Fixed issue that AIs in debt didn't convert provinces. - Fixed multiple issues with scripted ai_army, one of which made it not work at all. It can now also be debugged with the 'mapmode armyeval' command. - AI better at consolidating regiments before battle. - AI can now declare wars when overextension is up to 50% (previously 25%), but only if already coring everything. - AI considers nearby units more when considering a battle. - AI will now seize land from estates more often, but raise army/fort maintenance. - Added AI priority to a few conquest missions of France and the Ottomans in order to ensure them prioritizing their missions. - Better at taking home troops overseas (instead of disbanding). - Build a bit more universities. - Made AI Care about Beijing, Nanjing, Canton for mandate. - Made AI Care about corruption for mandate. - Celestial Emperor more aggressive towards countries that refuse to pay tribute. - Colonial Nations without debt are now likely to spend all subsidies they get on colonists. - Colonial subjects will care more about wars against countries in their colonial region. - Coordinated offensives will now focus on committed sieges. - Fixed AI army ignoring terrain for some threat evaluation. - Fixed bug that AI sometimes ignored armies with insufficient troops for siege. - Fixed bug that caused exiled armies to behave erratically. - Fixed bug that made AI less afraid of non-rebel armies, when it should be rebel armies. - Fixed bug that made AI not declare easy wars as often. - Fixed bug that made colonial nations not colonize islands in their own colonial region. - Fixed issue where armies would refuse to do things nearby, because it was assigned to a region far away. - Fixed issue with colonists not being recalled when they should be. - Fixed issues sometimes preventing AI upgrading forts to higher level. - Fixed issues with colonial budgeting (causing bankruptcy spirals). - Fixed that autonomous sieging could go back and forth between provinces that were flipped back by a fort. - Improved AI understanding of native uprising risks (less Africans getting stack wiped taking a shortcut). - Improved AI handling of estate privileges. - Improved army quality calculations. - Improved handling of corruption. - Improved handling of inflation. - Improved logic for where to build forts. - Improved national focus (mana) handling. - Improved the AI decision making for Orthodox events. - Increased budget priority for saving money. - Made AI less eager to demand return core treaty unless it likes the benefactor. - Made AI less eager to go over naval force limit. - Made AI less likely to mothball forts when risky. - Lowered AI priority on building great projects over other buildings. - Lowered AI safety margin when attacking to compensate for other fixes. - Made AI aware of risk of rebels spawning in a province. - Made AI chase your small armies in more cases. - Made all Chinese countries want to conquer the 3 Mandate cities, if they have 1 already. - Made AI armies which are afraid of enemies, prefer safe terrain even more. - Made AI more likely to enforce rebel demands (peace treaty) in the rare case that it can do so. - Made AI more likely to promote cultures (with large development). - Reduced maximum budget for subsidies to the 10% of income. - Several fixes and improvements regarding advisors. - Somewhat more competent at naval invasions for large empires. - Subjects with loans will keep a standing army again (although it will be small). - The Ethiopian AI will no longer move its capital while being at war. - Tweaked AI siege priorities. - Very small countries with scary neighbors will now keep a larger army when at peace. - Made small AI countries more careful with Seize Land. - Made AI less likely to split armies in threatening places. - Made AI more happy to hunt nearby armies. - Army AI only takes its own armies on fleets. - Fixed small AIs militarizing also when Rights of Man DLC disabled. - Improved Strong Duchies AI.
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# Interface
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# Icons/Art - Added icon for "statewide_governing_cost". - Added icon for "monthly_piety_accelerator". - Updated the flags of Yeren (now Xibe) and Donghai (now Nanai). - The Dreaming Stories of the Alcheringa no longer have all the same icon. - Added new icon for alert "GREAT_PROJECT_CAN_BE_UPGRADED". - Added new icons for "free_land_leader_pool" "free_navy_leader_pool". - Fixed .zip file that was showing inquisitor instead of master of mint. - Added new scrollbar track for timeout date bar. - Changed Jewish rebels flag. - Added new map mode icons for "religion" and "religious leagues". - Buda Castle GFX fixes. - Added new icon for "Torah aspects can be selected". - Fixed Polynesian Masters of Mint share the same icon with Inquisitors. - Fixed some Visual artifacts in the country view windows.
# Tooltips - Added a tooltip mention for the Free Cities during the Tutorial. - Improved the tooltip for the privilege "Expansionist Zealotry" in order to make it clear that both morale modifiers don't cancel each other out. - The tooltip of the requirement of the mission "Expand Overseas" has been improved in order to show that you need 5 provinces in 3 different Trade Company Regions. - The name of the decision "Confederal Kingdoms: Arrange Internal Marriage" has been shortened. - Improved the devastation map mode tooltips. - Tooltip fix for new Reform's Diplo Action.
# Unitmodels
# Other - Added alert for when a monument can be upgraded. - Added more information to the naval quality ledger. - Removed message for losing a claim if the province is already a core of yours. - Stopped parliament background behaving like a giant button. - Don't get idle merchant alerts if you can't send them anywhere.
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# Usermodding
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# Effects - Added exile_consort_as effect which exiles current consort. - Added set_consort effect which set new consort of the king.
# Modifiers - Added a "Piety Accelerator" modifier that accelerates your piety towards (or away from if negative) Legalism or Mysticism, depending on where your piety is to start with. - Added relation_with_same_religion and relation_with_heathens (used the same way as relation_with_heretics). - Added is_marine_modifier / is_banner_modifier / is_streltsy_modifier / is_cossack_modifier added. - Added land_forcelimit and naval_forcelimit static modifiers added to give bonuses per x amount of force limit - Added new modifiers free_land_leader_pool and free_navy_leader_pool to work in conjunction with free_leader_pool to determine how many free leaders each country gets. - Added relation_with_same_culture modifier. - Added relation_with_same_culture_group modifier. - Added relation_with_accepted_culture modifier. - Added relation_with_other_culture modifiers. - Added defines BACK_LINE_MORALE_DAMAGE_TAKEN_MODIFIER and BACK_LINE_STRENGTH_DAMAGE_TAKEN_MODIFIER which allows to adjust artillery after recent changes.
# Triggers - Added a "trade_node_value = <value>" trigger. - Added a "num_of_provinces_owned_or_owned_by_subjects_with = {}" trigger scope. - Added on_capital_moved on_action which is triggered when capital is moved. - Added on_institution_embracement on_action which is triggered when institution is embraced. - Added on_national_focus_change on_action which is triggered when national focus is changed. - Added on_war_ended with FROM being the loser and ROOT being the winner. - Added triggers uses_meritocracy, uses_horde_unity and uses_republican_tradition.
# Other - Added the "disables_nobility" government attribute which now disables the Nobles Estate. As a result, Parliaments no longer disable the Nobles Estate on its own anymore. In the context of the vanilla game, however, nothing changes as every government reform with a Parliament has now a "Disables Nobility Estate." trait too. - Added on_actions for Centralize State and Expand Infrastructure. - Due to modders request, the new government reforms have been sorted into the government_reforms_monarchies and government_reforms_tribes files.
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# Script
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# Decisions - Added a new decision, which allows Muslim countries without the Dhimmi estate to gain access to said estate. The decision will replace the Brahmins with the Dhimmi in case of an Indian country taking this decision. - Forming a nation in the New World as a former colonial nation will no longer remove all cores in the Old World. Nations from the Old World, which tag switch into New World tags will still release their former tag in the Old World though. - Forming the Roman Empire will now convert all of your culture group to the Roman culture instead of just your primary culture. - The decisions "Confirm Thalassocracy" trigger tooltip now takes so much space anymore. - A new decision has been added, which allows Korea, Tibetan (the whole Culture Group) and Vietnamese countries to Sinicize their culture, changing the primary culture and all of its provinces to a custom culture, which is part of the Chinese culture group. - The Vietnamese culture has been moved into the Mon-Khmer culture group. Also a new decision has been added, which allow Dai Viet to Sinicize their culture, changing the primary culture and all Vietnamese provinces to a custom Vietnamese culture, which is part of the Chinese culture group. - Forming Ethiopia no longer requires you to be Coptic. - Forming Manchuria as a Tributary subject now triggers an event for the overlord, which removes 50 Mandate (Legitimacy or Horde Unity if the overlord is not the Emperor of China) and releases Manchuria. - Forming Yuan will now Sinicize the Mongol cultures (Khalkha, Korchin, Mongol and Oirat). - Improved the tooltip for the "Adopt Manchu Identity" decision, showing user how many core Jurchen / Manchu provinces of the required 20 user already have.
# Events - Ayutthaya's events now address your current ruler instead of having talking about a king which never existed for you. - France will no longer declare war upon Burgundy during the Burgundian Inheritance Incident while France is already at war with Burgundy's overlord. - Increased the inflicted inflation from Mali's Pilgrimage event chain from 0.2 to 0.25 per Trade Income compared to Total Income. - Added event options to the Ming Crisis disaster events, which allow the player to switch the tag to the Chinese minor tags. - Fixed a tooltip issue for the country who receives the gold from the Mansa during the Pilgrimage event chain. - Fixed issues with the Congolese events, which would put players without Origins at a high disadvantage. - Joan II de Trastámara is now the same person for both Navarra and Aragon. If he dies in either country then he also dies in the other. - Mali can no longer give itself inflation if they move their capital to a region their Mansa is about to visit during the Privilege event chain. - Pirates with the reform "War Against the World Doctrine" now stay true to their word and will no longer get the "Slave Trader" event. - Removed the stability gain from the event "The Third Temple" when the player decides to delay the reconstruction of the temple. - Semi Randomly generated advisors now allow Muslim countries to actually get a Parsi Zoroastrian advisor as it was originally intended. - The AI now chooses the options of the republican events more wisely in order to maintain a high amount of Republican Tradition. - The Center of Revolution can no longer spawn within the Celestial Empire as the Emperor of China cannot go through the Revolution Disaster. - The Jewish event "Build the Third Temple" now triggers through the decision only and can now be fired more than once per game. - The Mali Pilgrimage event will no longer periodically let the player know that the Mansa has arrived in their region. The message was clear after the first time already. - The Mali event "The many options of European Trade Outposts" now has an option, which can be always chosen. - The Polish event "Elective Monarchy in Poland" will now always trigger regardless if Poland has already enacted four privileges for the Nobility. Should Poland have Golden Liberty revoked before they gain the Elective Monarchy then a noble privilege will be replaced with the Golden Liberty privilege. - The Polish events regarding the Elective Monarchy are no longer bound to the Polish culture but to the tag of Poland. - The Surrender of Maine event now has a custom casus belli, which acts as an usual Restoration of Personal Union cb for England, but is like a Reconquest cb for France. - The Swiss events about Calvin can now only trigger in the Age of Reformation in order to prevent him returning from his grave. - The event "Administrating A Tributary Network" requires 10 Tributary State when you have only Kingdom rank to fire. - The event "An important matter in sabbath" now gives +50 adm power if you have 3 stability / -100 adm power if you have -3 stability. It also no longer shows you that you have the Rights of Man DLC enabled. - The event "Dubious Spending Practices" will now properly increase the dev of the province of the corrupt advisor. - The event "Growing Imperial Influence" can now actually fire. - The event "Lost Animal" costs now 0.25 years of income in the first option instead of flat 50 Ducats. The second option now increases the Migration Cost by 50% instead of reducing it by 10%. - The event "Tribal allegiance" for the Mossi Confederal Kingdom will no longer trigger every 20 days until the end of the game. - The event "Where the Legend Begins" can no longer trigger if you have already the legendary location explored. - The event "Winter Siege" now triggers between November and April. - The event "[Root.GetName] Is in Debt!" for Private Enterprise Colonies reduces now corruption by -2 in the first option. - The options of the event "Ku Demands a Sacrifice" are now available even if you have -3 stability. - Increased the mean time to happen for the stability hit event of Maili's disaster by 100 days. - The Mutapan event "Regression of Zimbabwe" will no longer fire if the mission "Restore Zimbabwe" has been completed before. - The Polish event no longer removes the Command of the Military privilege as Poland cannot enact it. - The Third Temple event now puts the monument always on level 3. - Added go to buttons to the Ming disaster events. - Corrected a small event description error for the Korean event "Korea and the Rise of the Manchu". - Events which were locked behind Ming are now available to the Celestial Emperor (or to a Chinese country in the case the Celestial Empire ceased to exist). - Forming Manchuria will now trigger an event for Korea, which allows them to become the tributary of Manchuria in exchange for every province in the Korean peninsula hold by Manchuria. If Manchuria is controlled by a player then a second event will fire, which asks the player if they want to accept Korea as their tributary in the first place. - Halved the Mean Time to Happen for the event "The Fate of Neumark". - Revolution in a province will increase the local unrest by 0.25 per Absolutism instead of 0.5 local minimum autonomy. - The Napoléon event from the French Revolution disaster now spawns Napoléon as a competent general too when he becomes your ruler. - The event "A Helping Hand" now decreases Monument Upgrade Costs for 10 years instead of 5 year and gives now a level 2 Artist advisor with a discount. - The event "Earthquake destroys Lisboa" now adds 100 Devastation to Lisboa and decreases local goods produced by 25% instead of a flat 0.66. - The event "Mandukhai Khatun" can now properly trigger for Mongolia while they are a horde. - The event "Netherlands Declare Independence!" now has a second option, which allows you to play as them. Additionally, the event "Dutch Mobilization" gives them now 500 Ducats and a general with 80 army tradition in order for them to fight for their independence properly. - The "Convert Hagia Sophia into a Mosque" for owners of "Star and Crescent" has now the same effect as the event for the ones who don't have the DLC. - The event "Estate's Leadership Challenged" can no longer trigger for countries which are a junior partner.
# Ideas - Portugal's ideas have been rebalanced, making them more competitive compared to their neighbors. - The Plains Native Ideas no longer conflict with the Southeastern Woodlands Ideas. - The ideas of the Roman Empire have been buffed to get on par with the ideas of the Holy Roman Empire. - Finishing the Maritime Ideas gives now +25% Marine Force Limit. The Maritime/Economic Policy "The Recruitment Act" now gives +25% Marine Force Limit too instead of the previous 5%. - Moved the Marine Force Limit of the Maritime ideas from their Ambition to their second idea. The first idea now increases Trade Range by 25% and the ambition now increases Fleet Movement Speed by 1. - Quintupled the value of all ideas which increase the Marine Force Limit (Castile for example can now hire 25% of its force limit as Marines instead of 5%). - The "Grand Navy" idea of the Maritime Ideas now increases Ship Trade power Propagation by 25%. - The Espionage Ideas have been slightly reworked. "Claim Fabrication" is now the first idea, followed by the "State Propaganda" idea. The third idea, "Efficient Spies" now increases Siege Ability by 10%. The Advisor Cost reduction has been moved to the fourth idea, which is "Agent Training". - The Naval Idea "Press Gangs" now increases Marines Force Limit by +25% and the bonus idea of Naval Ideas gives now +15% Ship Disengagement Chance instead of +10% Marines Force Limit.
# Missions - Adal's mission "Subjugate Ajuuraan" now properly requests of Ajuuraan's states. - Added missing country shields for some British missions. - Adjusted Japanese missions in regarding the Kurils change. - Adjusted the estate requirements for some missions of the Mughals. - Castile now gains its PU CB against Portugal after the missions "Reclaim Andalucía" AND "Subjugate Navarra" are completed. - Chagatai and Yarkand have now access to the generic Tartar missions. - Ethiopia's mission "Conquer Adal" gives now a claim on the province Werder too. - Forming Rûm will now give access to the Ottoman missions. - Forming a new country while having the Alcheringa religion will no longer get your missions overridden with Alcheringa missions. - Kongo's mission "Absolute Rule" is no longer soft locked through the usage of Trade Companies. - The Ayutthaya mission "Populate <Capital>" can now be completed by either concentrating dev twice or by developing the capital five times. - The Ethiopian mission "Unite the Horn" no longer requires you to have the province Fazughli colonized. - The German mission "Concert of Europe" now has an alternative condition of having 2500 total development instead of having 75 Power Projection. - The Holy War cb from the generic Central African mission "Expand our Religious Views" gets no longer removed after the first month tick. - The Hungarian mission "Bibliotheca Corviniana" now upgrades the Bibliotheca Corviniana monument to Tier 1. - The Italian mission "Alpine Defenses" now allows to be completed when the required provinces have better forts than castles. - The Mali mission "Protect West African Trade" gives now the proper Global Trade Goods Produced modifier instead of the local one. - The Spanish mission "Recover Portugal" has been moved. It now requires the missions "Subjugate Navarra" and "Reclaim Andalucía" in order to be completed. Additionally, Castile / Spain has now access to the two generic European missions "Global Dominance" and "Faith's Bastion". They are NOT required for the Forever Golden achievement. - The Venetian mission "Expand The Doge's Palace" now also upgrades the Doge's Palace monument when Leviathan is enabled. - The Venetian mission "Expand The Doge's Palace" now improves the base tax of Venice when Leviathan is disabled. - The conquistador Hernan Cortés from the mission "Claim Hispaniola" has now his name back. - The mission "Construct the Kiel Canal" will now properly check if you are constructing the Kiel Channel monument when Leviathan is enabled. - The mission "Sankore University" can now be fulfilled when the Sanko Madrasah monument has level 3 reached too. - The native mission "Uniting the Tribes" can now be completed if you have 20 or more provinces. - Ming's missions are now available to countries which primary culture is of the Chinese culture group (with the Sinicized cultures as the exception). - Adjusted the Mongolian mission "Unite the Mongols" so that you don't get soft locked out of when you form Yuan with the new culture change. - All missions which have an average autonomy condition no longer consider autonomy of oversea provinces. - All vassalized countries from the Lübeck mission "Unite the League" will now become a historical friend of Lübeck. - Forming Punjab will no longer devolve your mission tree to the generic ones. - Missions which require you to concentrate development three times have now an alternative way to complete them due to the nerf Concentrate Development has received. - New World missions, which require you to not being tribal, can be completed while being a Horde. - The Japanese mission "Pacify the North" now gives claims on the whole Sakhalin island. - The Korean mission "Build to Force Limit" now revokes the "Inwards Perfection" estate privilege if done by a player. This change has been done due to the cooldown of the privilege, which would force players to wait 25 years before they can revoke the privilege on their own. - The Manchu mission "Invade Joseon" can now be completed when Korea is a tributary state. - The mission "L'État c'est moi" now checks for the average autonomy of your non-Oversea provinces instead of all your provinces. - Removed the power projection requirement for the Songhai mission "Take the Empire Title" as it could not really compare the power projection of Mali to Songhai and power projection is not the best for mission requirements due to their limited nature.
# Modifiers - The triggered province modifier "Paektu Mountain" of the Jianzhou province now requires you to own and have a core on Jianzhou and Gyeongseong. - The new Holder of the Mandate gets -0.1 Global Monthly Devastation in order to have an easier time maintaining the Mandate.
# Setup - Korean's heir Hyang Yi has gained +1 stat in every category and the capital Hanseong has gained +5/+6/+4 dev in order to make Korea a little bit more accurate. - Non-tributary subjects now join the wars of their overlord in the wars of the bookmarks (for example: all of France's vassals are now at war with England during the English-French Hundred Years War in 1447). - Added a birthday for the ruler of Morocco. - Added starting rulers for Wadai and Ogaadeen. - Added the Nivkh culture to the Kamchatkan culture group and changed the cultures of Nivkh and its provinces. - Assam has now the proper Indian unit types instead of the Chinese units. - Bunyoro now starts with the Acholi culture as an accepted culture. - Burgundy can no longer get rid of Charles. - Byzantium has now discovered the Mashriq in 1444. - Changed several province and capital names of the Manchuria region. - Changed the name of the province Kosti to Waylula. - Changed the setup of the owned provinces of the countries in the Manchu region. - Countries, which start with the "Rajput Kingdom" government reform while Dharma is inactive start now with a fallback government reform. - Ogaadeen now has cores on the provinces Degehabur and Werder. - The Kurils and Sakhalin (renamed into Enchiw) are now owned core provinces of Ainu. - The Yanzhou province is now a holy site of Confucianism. - The following countries have been renamed: "Donghai" into "Nanai", "Udege" into "Orochoni", "Yeren" into Xibe. - The province Deren (now called Tyr) has now the Amur Estuary, giving it +10 Local Trade Power. - The provinces Korofan, Medwa and Kobbe have now the Tunjur culture. - The provinces Qaraqorum and Sain Noyom have been swapped. Sain Noyon has been renamed into Bayankhongor. - The ruler of AQ has remembered that he is the older brother and is now 10 years older than his heir. - The ruler of Pegu has gained 10 years of life experiences. - Adjusted the Terra Incognita so that Ainu, Nivkh, Solon and Orochoni have finally an idea where their neighbors' provinces are located. Also, Solon has learned how to send ships to the sea too!. - Korchin now starts as a Tributary State of Ming in order to get not all of the Jurchen obliterated by Ming when they ally Korchin. - Passau now produces Salt instead of fish.