Today we release the 1.34.4 patch for Europa Universalis IV with some balance changes and addressing some issues that has come to our attention. Please read the spoiler below for the complete patch notes.
As usual - we strongly recommend that you finish off any ongoing saves you have in previous versions before updating your game. You can read how to revert your game version here! In our tests 1.34.3 saves are working, but this can never be guaranteed!
# Governments - Consolidated Power government reform cannot be chosen if the head of state rules for life. - Venetian Doges will now die less frequently. - Germany now has access to the Prussian Monarchy T1 Government Reform either by becoming the Military Hegemon or by having 25% Discipline or by having 500 Development in provinces with the Prussian culture (the reform stays after you pick it. - Grabbing the Prussian monarchy as a custom nation will no longer remove it immediately after the game starts. - The government reform "Empower the Monasteries" now strengthens the Monastic Temples estate privilege, increasing the Karma gain and loss from 3 to 5, removing the influence and absolutism penalties and increasing Yearly Karma Decay by +0.03. - The government reform "The Social Contract" now gives -1 Global Unrest instead of Religious Unity. Additionally, it now removes the Max Absolutism and the Clergy loyalty penalty from the "Enforced Interfaith Dialogue" privilege. - The reform "Machiavellianism Reign" now hits -1 Stability on Declare War (which means a no-CB with that would give you -1 Stab instead of -2). - The government reforms "Centralized Bureaucracy" and "Centralized Monarchical Bureaucracy" now refund 50% of the cost of centralizing a state instead of 100%.
################### # Interface ################### # Country - Fars is now slightly pinker.
# Tooltips - Added proper tooltip for Guns Drums and Steel volume 3 on the lobby screen. - Fixed 2 tooltip errors in the "Loyalty of the Regent" event. - Renamed the modifier "+1 Tax, +1 Production and +1 Manpower when Colony Finished" to "+1 of §Yeach Development§! when Colony Finished.
# Other - Bahmani’s' mission "Southern Frontier" no longer shares the same icon name as a Norwegian mission, they are now titled southern_frontier_dharma and southern_frontier_lotn.
# Other - The scripted triggers which ask you to have a building of a certain type now have a custom tooltip.
################### # Script ###################
# Decisions - AI will now look to actively form Prussia after the Reformation has begun, to a reasonable degree.
# Events - The Teutonic Order should no longer be able to cheese its entry into the HRE via the mission tree after deciding to follow the Crusader of the steppes path. - The "Times of Need" event does not refer to a dynasty if you don't have one. - The Burgher Estate agenda to expand your Trade Company does not fire for the Lapponian area since it does not have enough provinces that fulfill the criteria of the agenda. - The event "Bergen Riots" now correctly reduces Norway's opinion of Denmark, instead of reducing Denmark's opinion of Norway. - Picking the Holy Horde or the Crusading Kingdom as the Teutons no longer mistakenly replace a non-T1 reform for them. - The event "A Helping Hand" no longer mentions "nodynasty”. - The event “A Helping Hand” will not fire if all owned great projects are already fully upgraded. - Polish-Hungarian and Polish-Bohemian events now correctly reflect when the player is not playing as Poland and is instead playing as the Commonwealth. - Declaring war against the HRE will no longer cause the Illegal War event to fire if you are not the Teutonic Order anymore. - The Rigan event "Religion as a Business" adds instead of removing government reform progress and the estate loyalty if you refuse to take the government reform. - The Shadow Kingdom incident now informs you that you lose Imperial Authority per development which breaks away from the Empire. - The event "The Crown of Rome" will now only convert provinces in the Balkan region to your culture and religion. - The Spanish event "The Valladolid Debate" will no longer clutter your entire screen if you happen to have many colonial subjects. - The event "Repairing the Great Wall" now requires you to own and control Ningxia to fire. - Adjusted the localization of Incan events which revolve around Machu Picchu to reflect that the monument is actually in Abancay and not Cusco. Also, the event "Machu Picchu" will give Abancay 4 Base Tax and make it to your capital. - The event options of the Livonian event "Administrative Chaos in the Office" will no longer clutter the entire screen. - The Teutonic event "Fate of Moscow" and the Danish event "A new Capital for the North Sea Empire?" now give 100 diplomatic power if you cannot accept the culture. - The Spanish event "A Very Strategic Marriage" now grants all Austrian provinces in the Low Countries to Spain / Castile properly. - The event "Incompetent Cousin" now tells you which of your vassals has the incompetent ruler.
# Ideas - Norse national idea "Berserkir" now grants +20% Shock Damage, and "Norse Seamen" now grants +15% Morale of Navies and +1 Combat Roll off owned Coast. - The Norse National Idea "Norse Seamen" now grants +1 Combat Bonus Off Owned Coasts and +5% Ship Durability instead of +15% Morale of Navies.
# Missions - Being a pirate no longer blocks progress in your East African-based mission tree. - Aragonese Mission "Integrate Naples" can no longer be autocompleted if you do not own Golden Century. - Fixed a typo in the Lithuanian mission "Enforce the Tribunal" so now it properly counts Noble Estate privileges. - Rearranged the Third Rome mission tree for minor Russian nations to fit more missions and enable a little more flavor. - The Polish mission "The Commonwealth" now correctly highlights provinces needed even if they are owned by a non-tributary subject. - Lithuania now has access to the entire Commonwealth tree's branching path about developing Ruthenian lands. - The mission “Store Kopparberget” can now be completed without requiring prosperity if you do not own the Mandate of Heaven. - The Polish mission 'Break Livonia' now grants claims to conquer Pomerania. - The PLC mission Path of entering and interacting in the HRE now has alternatives in case the HRE is dissolved after picking your missions. - The Majapahit mission "The Porch of Mecca" allows you now to convert Muslim and Christian provinces through Propagating Religion. - The Danish mission "Eliminate Novgorod" can now be completed if subjects own the provinces instead. - The Danish missions "Integrate Norway" and "Integrate Sweden" now remove the diplomatic reputation hit from annexing subjects when completed. - The Livonian mission "Secularize the Order" no longer requires you to wait for Protestantism to spawn. - The Livonian Crusader mission "Heal the Schism" no longer requires you to own the Russian provinces yourself. - Fixed the encoding of the Swedish mission file. By Odin, Novgorod shall now be renamed Hólmgarðr. - Adjusted the tooltips of a few Danish, Gotlandic and Swedish mission requirements so they are easier to understand. - Made the first missions of Livonia available for Kurland too.
# Setup - The game no longer steals your custom nation points by taking away the Great Veche Republic reform once you start the game as a custom nation.
# Other - The emperor will now always reject the Teutonic wish to join the HRE if they take the Crusader Path during the incident. - Republic AIs in the HRE no longer pick "Union of States" if they are an OPM so they do not refuse to become a Free City. - The scripted trigger "province_has_current_tech_fort_trigger" is now true if you have a fort that is ahead of its time in a province. This fixes an issue where missions like "Fortify the Caucasus" could not be completed. - The tooltip of the government reform "Regional Councils" now tells you what these state edicts for the ages are. - The Norse culture is now a valid culture for recruiting Carolean units. - The estate privilege "Grant Orthodox Autonomy" is now available to all non-Orthodox/Coptic Christian nations and is no longer locked behind mission tree rewards. - Adjusted the localization of the government reforms "Open Public Elections", "A Dynastic Order" and "Lords of the Sea" to make them more fitting with non-monastic orders. - Government reforms which previously needed an idea group to be visible are now always visible. They, however, still require you to take the necessary idea group to be picked. - Poland and the Commonwealth's modifiers now have descriptions. - The Monument "Dujiangyan" now gives only local dev cost in the area instead of global dev cost. - The progress list for the Dutch Revolt has been simplified so it does not bloat your screen anymore. - The Custom Nation idea for Expand Administration Cost modifier has been buffed now, decreasing the cost by 100% for each level. - Added new ideas available for Custom Nations. - The objective "Asian Trade" of the Age of Reformation can now be completed if you trade in Cloves too. - State Centralization now grants -20% Local Governing Cost and +0.25 Prosperity Growth instead of -25% Local Governing cost and +0.1 Prosperity Growth. - The Teutonic mission "Secularize Prussia" no longer requires you to wait until Protestantism spawns to be completed. - Lübeck will no longer get two events related to "Georg Giese". The event which gives you him as your advisor as its only option will no longer fire. - Lubeck's modifiers now have descriptions. - The Teutonic/Prussian mission "The Silesian and the Sorbian" can now be completed if there are no Silesian or Sorbian in North Germany and Poland present. - Finland's modifiers now have descriptions. - Lithuania's modifiers now have descriptions.
################### # Bugfixes ################### - The triggered province modifier "Imperial Prussian Capital" is now working properly for the Stratocratic Administration reform. - Fixed an issue that made you lose the Prussian government if you form Germany. - Conquering a province with a temple or a cathedral while having the "Expand Temple Rights" government reform will now apply the modifier to the province. - Fixed missing strings for the unlockable Livonian governments. Also, fixed a bug for the Livonian Plutocracy where the Global Trade Goods Modifier was not applied correctly. - The events "The Situation of the Teutonic Order" and "The Situation of the Livonian Order" now triggers if you have Lions of the North instead of Emperor active. - Fixed a bug that prevented Riga from maintaining the Propagate Religion trade policy.
Today we released a patch to address some issues that has been brought to our attention since the initial release of the 1.34 Sweden Update.
As usual - we strongly recommend that you finish off any ongoing saves you have in 1.33.x before updating your game. You can read how to revert your game version here! In our tests 1.34.2 saves are working, but this can never be guaranteed!
# Governments - The Prussian Monarchy / Stratocratic Administration / Militaristic Divine State reforms are now available for Germany if it was formed by the Teutonic Order even if it never formed Prussia before. - The native reform "Land Tradition" now also grants +1 Monthly Administrative Power so players without Conquest of Paradise do not have a reform without modifiers. - Polish unique reforms "Legislative Sejm" and "Integrate the Sejmiks" are now available with the new Polish T1 Reforms. - Removed the reduced governing capacity from the Mandala System reform.
# Units - Carolean units now have 5% Morale Damage instead of 10%.
# Other - The Aristocratic idea "International Nobility" now gives -10% General Cost instead of -20%. - The Divine idea "Friends in High Places" now gives -33% Cost of Reducing War Exhaustion and -10% Leader cost instead of 20% Leader cost. - Dynastic Administration now grants +0.2 Yearly Corruption instead of +0.15. - Fixed that you could prolong battle excessively by only reinforcing to backrow. Now artillery is forced to reinforce front row cells opposite enemy regiments as a last resort.
################### # AI ###################
# Other - Made AI understand new morale damage modifiers.
# Tooltips - Guns Drums and Steel Vol. 3 now has a proper localized description on the lobby interface. - Fredman's Epistles music pack does not reference Sweden when you play as Gotland in the Lobby.
# Other - Made the government traits and flags which enable and disable estates more uniform and consistent.
################### # Script ###################
# Decisions - The decision "Adopt Hussitism" is no longer usable for junior partners.
# Events - The option "The infrastructure of the mine needs more attention." of the Swedish event "Investment of Falun" is no longer disabled if it already has a manufactory and a counting house. Reason for this change is because it is possible to get locked out of getting a Counting House in the province under certain circumstances. - The Swedish event "Rise of the Swedish Kingdom" now gives permanent claims on the areas required for the Swedish mission "The German Coastline". - The opinion bonus of the Swedish event "Sweden asks for Support for their Independence" is now applied on Denmark instead of vice versa if you refuse to help Sweden. - The event "The Pacta Conventa and the Henrykian Articles" can now only fire if the event "The Nieszawa Privileges" already occurred before. - The event "Sack of Capital" has its event option back. - Added a go to button for the Noble demands events for the Kalmar Union. - The event "Peasants' War" has now a go to button and the effects are now in the event option itself. - Livonian event "The Role of the [Root.Monarch.GetTitle]" for the creation of your government reform no longer requires you to have a 3/3/3 ruler to fire. - The event "Nobles Demand Recompensation" can now only fire if you have the Nobles estate in your country. - The Papal event "Sublimis Deus" will not trigger twice for the same country in Iberia. - The Machu Picchu events can now all trigger properly for the owner of Machu Picchu.
# Ideas - The event 'The Rule of God' no longer grants 25% Morale of Armies and 5% Discipline, it now grants 5% Morale of Armies and 5% Discipline to better match its negative equivalent event. - Persian Traditions no longer grant +1 Cavalry Shock, they now grant +15% Cavalry Power instead as in previous version.
# Missions - Getting Gold in your capital as Lubeck (instead of Fish) removes the "Lubeck Herring Market" modifier. - The event Pact of Cooperation that can happen between Poland/PLC and either Hungary or Bohemia no longer grants Poland the Union if Poland does not exist. - The Swedish mission "Integrate the Sami" no longer requires that the owner accepts the culture of the province if the owner is your subject. - The Swedish missions "The Crown of Norway" and "The German Coastline" now override claims with permanent claims in their rewards. - The Ethiopian mission "Surpass the Past" now requires you to be at peace to complete it. - Lithuania has its access to the default missions back if you do not own Lions of the North. - The Byzantine mission "The Eternal City" will no longer punish you with stability hits when you do not have the Purple Phoenix DLC. Instead, you will heal the schism and ask all Catholics to convert to Orthodoxy. - The reward of renaming your country to "Burma" has been moved from the mission "Chakravarti" to "First Burmese Empire.
# Other - The Noble privilege "Increased Levies" and the Maratha privilege "Increased Maratha Recruitment" are now mutually exclusive. - The Livonian Order is now called "Livländischer Orden" instead of "Livonischer Orden" in the German version of the game to keep it consistent with all the other references of the order. - The Black Army mercenary company no longer costs Army Professionalism when recruited. - The Angkor Wat monument is now available for Dharmic religions too. - Added a condition for government reforms which compete with an estates-enabling reforms. Through this condition, it is no longer possible to swap the estate reform with a non-estate one as long the unlocked estate has any privileges. - Removed the "take no Admin ideas" condition from Imperial Prussian Capital as it feels bad for being punished for taking an idea group. - The Estate Statutory Rights Privilege events will now fire even if you have more than four privileges active.
################### # Bugfixes ################### - The Polish mission "Cultural Flowering" now correctly checks if your ruler has fourteen monarch stats in total. - Fixed Lübeck mission name in Spanish for “Double Entry Bookkeeping” being out of place. - The reward tooltip for the center of trade upgrade in the Swedish mission "Window to the East" is now always shown. - Poland / PLC Now properly gets permanent claims in the "Varna Aftermath" mission if Bohemia or Hungary are not eligible for a Union. - The Teutonic mission "Develop Prussia" gets its progress no longer reset if you form Prussia. - The Danish mission "Challenge the English Navy" will only request a flagship if you own Golden Century instead of Rule Britannia. - Shun will now always be at war with Ming with the "Claim the Mandate" CB if the player chooses to play as them. - Fixed a bunch of typos. - Forming another country while having the Norse ideas previously refused will no longer override your ideas with the already rejected Norse ideas. - Fixed a bug which made the conversion of Catholic provinces impossible for Riga through propagating religion. - The native government reforms "Trading with Foreigners" and "The Great Plains calls to us" are no longer blocked for no reason if you do not own Conquest of Paradise. - Fixed an issue which made the usage of the Karma decision from the government reform "Empower the Monasteries" impossible. - The Kalmar Union is no longer active when you do not own Lions of the North. - Fixed that new morale damage modifiers did not work when applied to a country. - Fixed issue that the winner of a battle could get stack wiped. - Fixed rare crash when country trade view was open. - Fixed mercenary-related crash when using incompatible version of Extended Timeline mod (and potentially others). - Fixed crash when using old mod in nation designer. - War taxes no longer increase monthly military power gain by 2 instead of decreasing it. - Trading Posts from Reform 'Union of States' no longer persist after Government Change. - Vassalization Acceptance is no longer called "Vassalizatation Acceptance”.
It's been a week since we released EUIV: Lions of the North and 1.34 'Sweden' update, and I'll start by saying that the entire team involved in it wants to thank the community for their great support. The feedback we have received so far has been very positive and we greatly appreciate the passion with which players have embraced this release. The teams that have worked on this project at Paradox Tinto and Paradox Interactive have put in a lot of effort, and we feel very rewarded to see this great reception. So let me say on behalf of us, thank you very much!
But even if the release has been really good from our point of view, there will always be issues appearing, and our goal is to continue to improve the state of EUIV. Therefore, we’re currently working on the first hotfix of the update, version 1.34.3, which will fix a bunch of issues reported since last week. Stay tuned, as it will be released in the next few days.
Apart from that, we also want to address today some content that was not previously revealed but was planned since we started designing Lions of the North: the Norse Easter Egg we included in it.
First question: Why was this content made secret? We had a couple of reasons behind this. The first is that even if we wanted to create some Norse-focused content, we also wanted to keep LotN’s focus on what we thought was its core content, the new deep, branching mission trees we were creating for the countries in the Baltic region. So we were a bit afraid about the new Norse content hijacking the LotN discussions and negatively affecting the general opinion on the other content (which was the main focus of the Immersion Pack, at the end of the day). On the other hand, we also thought that it would be interesting to create some secret content, as usually EUIV has not used so many ‘easter eggs’ compared to other GSGs; but it would also be a challenge, if created under certain conditions. So we went ahead with this overall design, even if we had to tackle some critics during the development process, especially in the dev diary devoted to Norway; at the time we were so adamant about adding more Norse content, because we had already added it to our development version, and we didn’t want to mess that up!
Second question: How do you become Norse? We know that many of you probably know the ways from the guides that this community has made, but we figured out it would be nice to give an official answer to this question, so that’s what we’re going to do with the help of my fellow colleague Ogele. For those of you who may not want to have this content revealed to you go no further!
There are two different ways of changing your religion to Norse: one is based on a lot of luck, the other is a lot more technically doable, but less flavorful.
Let’s start with the more flavorful way first. If you have the following conditions complete then the the event “A Wave of Curiosity” will fire:
Your Primary Culture is either Danish, Swedish, Norwegian or Icelandic
The current age is the Age of Discovery
You are Catholic
You are independent
You are either excommunicated or you declared Statute in Restraint of Appeals
Your ruler is either a 5/5/5 or is a Scholar or is a Sinner
You own the province of Bergslagen
You have a lot of luck, as the event has a Mean Time to Happen of 100 years. This can be at least halved if you are excommunicated despite also having Religious Ideas
If you select the first option then your ruler will start to rethink his life choices and to question the purpose of the Catholic Church. This triggers a chain of events with each event having roughly ~2 years of time to happen:
Keep in mind that the event chain is immediately broken if you ever take the second option or if your ruler dies during his journey. And you also can get this event chain only once per campaign.
For those who are worried that the stars align and the AI gets the event: the AI will always pick the second option, immediately ending this event. So a Norse AI Scandinavia is impossible to see without player shenanigans.
However, luck is not always on one’s side. For those who want to become Norse without having to… get unfortunate “crashes” every 5 minutes, there is another way to achieve your goal. If you fulfill the following conditions the event “The Awakening of the Norse Faith” can fire with a Mean Time to Happen of 24 months:
Your religion group is NOT Pagan
Your primary is either Danish, Swedish, Norwegian or Icelandic
Any owned province in Scandinavia is Animist and has animist rebels active
The current age is the Age of Reformation
From there oonwards you just use the normal rebels to get yourself force converted to Norse.
Some of you might be aware of a supposed third way of becoming Norse, which is through the Norwegian mission “The Colony of Greenland” and the event “The Lost Greenland Settlement”:
In the current game files, this event has been commented out (and this even rather early during development). While we did our research for the old Norse faith we had to accept that Iceland and Greenland had a much closer tie to the Church than mainland Scandinavia, which is why our first iteration of getting access to Norse had to be scrapped - it just wouldn’t have felt natural enough. So if you want to become Norse right now then doing the Norwegian Greenland mission won’t be your best bet. However, we’re always open to suggestions from the community, so maybe you can change our minds on this…
And that’s all for today. In the following weeks, we’ll have a more irregular Dev Diary schedule, as we’ll be focusing mostly on the Post Release Support, and we also need to take some rest after showing new content for 4 months. The team will let you know when we have new content ready to be shared, probably aiming for the 1.35 update. Until then, see you!
For almost a decade, Europa Universalis IV has encouraged players to explore new and exciting alternate histories of the early modern world. In the newest immersion pack, Lions of the North, dramatically different pasts can unfold before your eyes. Denmark can keep its hold on its northern subjects. The Teutonic Order can retreat to its past crusader glories. Gotland can become a pirate haven.
All of these dramatic “what ifs” are now available in the new Baltic Sea themed add-on to Europa Universalis IV. With branching missions, new government options for major players and even new military units, Lions of the North is packed with variety and excitement. Make your enemies hear your roar!
Highlights of Europa Universalis IV: Lions of the North include:
Expanded Branching Missions: Decisions taken along some mission trees will determine what options are available to you in the future, allowing you to follow distinct and dramatically different alternate paths.
New Mission Trees for Denmark: Maintain power in Scandinavia while expanding your influence over the northern German cities.
New Mission Trees for Sweden and Norway: Break free from Danish dominance, and turn a foothold on the continent into the base for a northern empire.
New Mission Trees for Teutonic Order, Livonian Order and Riga: Follow a path of religious zealotry or secularize your realm with an eye on the future.
New Mission Trees for Poland, Lithuania and the Commonwealth: Vast lands on the border of East and West present unique challenges for ambitious rulers.
Other Mission Tree Changes: Pirate kings of Gotland, unique options for a united Scandinavia, a free Finland, and a powerful Danzig.
New Government Reforms and Estate Privileges: Some regional powers will have unique government options and new ways to court the favor and influence of local estates.
New Units: The Swedish Carolean Infantry and Polish-Lithuanian Winged Hussars will be available for recruitment.
New Unit Art: 35 new army sprites for regional powers.
New Music: 3 new pieces of Scandinavian music, plus 3 other Baltic themed songs.
Lions of the North is accompanied by a major update to Europa Universalis IV, free for all players.
As is customary with the release of new paid content, we also release a free update for all owners of the Europa Universalis IV base game containing bug fixes, QoL changes and some new content like a mission tree for Lübeck.
As Steam has a restriction on numbers of characters allowed in one of these posts we need to direct you to our official forum for the full changelog.
Today we published our traditional Feature Highlight Video in which we do an overview of what's coming in Lions of the North and the free 1.34 Sweden update, respectively.
Also today, from 19:00 CEST, we celebrate the upcoming release by making the base game Europa Universalis IV free to play on Steam up until Thursday! So bring your friends in for some free EU4 gaming the coming days. And remember that if you play in multiplayer all players will have access to all DLC content owned by the host.
Don't miss this golden opportunity to have some EU4 fun with that friend that haven't yet gotten the game - and from tomorrow Wednesday you can also let them try out Lions of the North for free (along with all other DLC's owned by you)
It's been a while since the last Dev Diary, but for a good reason: We're finally one week away from Europa Universalis IV: Lions of the North release!
Today we're sharing with you the changelog of the new version, 1.34, nicknamed 'Sweden' for good, not overpowered at all, reasons.
We're quite happy with the effort we've put into this update, as well as with the new content we've created for Lions of the North, and the whole team is very excited about it being released and played!
Along with the new version, we have a new loading screen, as usual, and we also want to share with you the picture of Charles XII of Sweden:
Apart from that, this Thursday, 8th of September, I'll be the guest of the EUIV Twitch stream with BjornB , when we'll play and talk about some of the new content, with great fun for sure!
We hope you appreciate the effort we've put into this update, and we'll try to answer any questions and concerns relating to it during this week. Cheers!
EDIT: Sadly Steam Announcements have a very limited space so I could only fit a small portion in here. So instead of cutting things out I must ask you to visit the original post on our official forum to see the actual changelog. //BjornB
Looking to stay in touch with the EU4 team? we've got you covered!
Last week we proudly launched our very own Europa Universalis Instagram! There we look forward to sharing with you all of the most glorious content including
Historical Maps
Mod spotlights
History spotlights
much more :)
Instagram is not only a place where we will be sharing this content, but also a place where we can better connect with you the wonderful community!
Rich in natural resources and medieval trading cities, the Early Modern Baltic is fertile ground for a rising empire. Whoever controls the western passage can dictate access to lands ripe for development, exploitation and conquest. Old ways and ancient allegiances are quickly giving way to new ambitions. On 13 September, you will have your chance to be one of the Lions of the North.
Lions of the North is a new immersion pack for Europa Universalis IV, Paradox Interactive’s best selling historical grand strategy game set in the dramatic centuries of the early modern world. In Lions of the North, you will find a host of new National Missions and unique content tailored for the great and middle powers of the Baltic and Scandinavian regions. Preserve or undermine the Kalmar Union between Denmark, Norway and Sweden. Revive the Teutonic Order as a Crusader state. Build an island pirate kingdom to threaten thriving commercial centers. Dozens of new alternate historical paths are open to you.
Highlights of Europa Universalis IV: Lions of the North include:
Expanded Branching Missions: Decisions taken along some mission trees will determine what options are available to you in the future, allowing you to follow distinct and dramatically different alternate paths.
New Mission Trees for Denmark: Maintain power in Scandinavia while expanding your influence over the northern German cities.
New Mission Trees for Sweden and Norway: Break free from Danish dominance, and turn a foothold on the continent into the base for a northern empire.
New Mission Trees for Teutonic Order, Livonian Order and Riga: Follow a path of religious zealotry or secularize your realm with an eye on the future.
New Mission Trees for Poland, Lithuania and the Commonwealth: Vast lands on the border of East and West present unique challenges for ambitious rulers.
Other Mission Tree Changes: Pirate kings of Gotland, unique options for a united Scandinavia, a free Finland, and a powerful Danzig.
New Government Reforms and Estate Privileges: Some regional powers will have unique government options and new ways to court the favor and influence of local estates.
New Units: The Swedish Carolean Infantry and Polish-Lithuanian Winged Hussars will be available for recruitment.
New Unit Art: 35 new army sprites for regional powers.
New Music: 3 new pieces of Scandinavian music, plus 3 other Baltic themed songs.
Lions of the North will be accompanied by a major update to Europa Universalis IV, free for all players.
Europa Universalis IV: Lions of the North will be available on 13 September 2022 for a suggested retail price of $14.99/£11.39/€14.99.
Today we're not only announcing this upcoming Immersion Pack. We are also launching the Europa Universalis Instagram account! Check it out and follow! - @europa_universalis_pdx
Good afternoon and welcome to today’s Developer Diary! Today’s topics are new Achievements and Moddability expansion, as well as further discussion on the Idea groups changes proposed by the community and our QA
But first, we’ve got a cool Stream for you! Tomorrow, Wednesday the 10th between 10am and 6pm CEST we’ll go live with the Europa Universalis IV segment of this year’s Grand Campaign! So head on over to our Twitch channel tomorrow and join us!
Starting as Denmark, enact the Unified Kalmar Monarchy government reform and own the entire Scandinavian region as your cores.
This achievement flows nicely with the gameplay elements introduced in 1.34 and ties well into a nice playthrough as Denmark, with a lofty goal in mind!
Super Trooper
Starting as Sweden, enact the Allotment System government reform, have 80 regiments of Carolean raised at the same time with at least +40% infantry combat ability.
Let the Swedish new Carolean units teach you all abbaout combat ability!
Assembly Instructions Needed
Form Scandinavia and revoke the privilegia of the Holy Roman Empire while being the Emperor.
The manual is surely lying, how am I supposed to put together a large administrative body of dozens of different nations with different goals and agendas in just 15 minutes!?
Holy Horder
Starting as the Teutonic Order, form the Mongol Empire while having the Holy Horde government reform enacted.
Why yes of course, starting as the theocracy of the Germanic Teutonic Order, turning into a special Holy Horde and subsequently resurrecting the Mongol Empire is not the end of times, it’s a legitimate strategy! History at its finest! /s
For the Emperor!
Form Prussia or Germany, have the Empire government rank and 40.000 Marines raised at the same time.
Prussia is one of the - if not the most - powerful military powers in the entire game. Its soldiers are of unparalleled discipline and combat prowess, one could even say these marines’ ability reaches beyond outer space!
The Freest Man in the World
Ensure that no colonized province in the world produces slaves while having the War Against the World Doctrine government reform enacted.
The era of free pirates is upon us! Wealth, fame, power are nothing to people if they do not own their freedom first and foremost!
Crossing the Finnish Line
Release and play as Finland in 1444 and have a direct land connection to the Cape while your capital is in Nyland/Uusimaa.
Is it really border gore if the border is a straight line?
Purify the Temple
Starting as Riga, enact the Salvific Plutocracy government reform and raid the heretic church of Rome.
Riga receives an interesting and quite large mission tree for its size, now accompanied with a cool new achievement for a flavorful and fresh playthrough! We <3 Riga!
Almost Prussian Blue
Starting as the Livonian Order, form Livonia and own the territory of the North German Confederation as core provinces.
A new achievement to support a splendid new mission tree for the Livonian Order. Now imbued with style due to Livonia’s new color, it’s an old familiar color but it checks out.
Let it Go!
As Norway, have your capital in the Canada region while not owning any province in Scandinavia.
Traverse through the snowy locales of Canada with the brand new mission tree for Norway and leave behind your European lands. The cold never bothered you anyway!
Hanukkah Mutapa
Starting as Mutapa, convert to Judaism and celebrate a festival.
It means no worries for the rest of your campaign! It’s a problem-free philosophy!
Modding Additions
The second part of this Developer Diary will be dedicated to the various additions and new script goodies we are adding with 1.34. In total, over 40 new script parameters have been added to best help the modding community expand its amazing work, a love letter sort of speak. So, in the spirit of showing off some of the cool new script additions, let’s take a look at some of them.
Modifiers and Effects:
- set_bankruptcy = <tag> The tag gets instantly bankrupt - Added reasons_to_elect which adds additional modifier for HRE election reasons - Added morale_damage and morale_damage_received that works similarly to fire_damage and fire_damage_received during combat - Added military_tactics modifiers which allows you to increase this value given by the military tech. - Added max_hostile_attrition - local_garrison_size = <float> - modifies the local garrison size of the province as long it has a fort to begin with, see the "garrison_size" modifier for reference - global_attacker_dice_roll_bonus, local_attacker_dice_roll_bonus, global_defender_dice_roll_bonus, local_defender_dice_roll_bonus, own_territory_dice_roll_bonus, global_trade_goods_size
Modifiers both local and country-wide take a good bit of the spotlight for 1.34 with interesting new one such as the dice roll for defenders, attackers and own territory. This new modifier will add another layer of depth to military-related rewards of events, missions and decisions should you wish to mod them in.
What’s more, some new modifiers we are excited to play around with are local garrison size, giving more defensive capabilities to smaller nations with defensible terrain and military_tactics, a very potent modifier that decreases the casualties your side takes during battle. A small note here, this modifier always applies as a percentage to the base amount (0.5) thus a 10% increase would always amount to essentially +0.1 military tactics.
Rule Modifiers
In the EU IV Wiki there’s a portion of the Modifiers page dedicated to the so-called Rule Modifiers. Up until now, these were hardcoded to only appear either in Ideas or Age Bonuses. However, with 1.34 and onwards we will be able to utilize them as normal country modifiers! Some of the cool modifiers included are the ability for units to ignore fort zones of control, attack bonus in provinces with the same terrain as capital province and allowing ships to repair in coastal sea zones adjacent to owned provinces.
Triggers (requirements):
- any_war_enemy_country/all_war_enemy_countries - gives_military_access_to = <country scope> (returns true if the country gives the specified country military access - receives_military_access_from = <country scope> (returns true if the country receives military access from the specified country - gives_fleet_basing_rights_to = <country scope> (returns true if the country gives the specified country fleet basing rights - receives_fleet_basing_rights_from = <country scope> (returns true if the country receives fleet basing rights from the specified country - added has_naval_doctrine = <doctrine key> or "any"
The idea behind adding these trigger checks is to help save time from long and performance-intensive scope checks for requirements such as all_war_enemy_countries. Furthermore, checking for countries that give any type of access would only serve to further imbue missions and new modding works with more freedom to create content as it’s visualized, without having to cut down or resort to “duct tape” solutions. Lastly, a personal favorite is the check for naval doctrine, a trigger I am very much looking forward to using!
Miscellaneous
Mercenary armies will now have descriptions so you can write the story behind some of the most legendary hired arms during the timeline of the game. This change aims at adding an increased sense of roleplay and help the player see the mercenary armies as a unique and alive part of the game, not just some faceless troops to be thrown into battle :D In this instance, the description is used to declare that the Swiss mercenaries will not cost any Army Professionalism:
Golden Ages now have the ability to be extended (in the form of months) and even be reset as part of a new effect “reset_golden_age = yes & extend_golden_age = <months>”
The Breakthrough mechanic will also appear in the game, however by default it will be turned off (read more in this Developer Diary about Breakthrough). However, the system is in place and modders can activate and tweak it on demand via the “defines” file.
Aggressive Expansion can now be granted as an effect as add_aggressive_expansion and reverse_add_aggressive_expansion. Moreover, this effect can be affected by a parameter to simulate AE taking culture, religion etc into account.
Monuments will be able to have descriptions, conditional modifiers (if X applies you get Y else get something else as a modifier) and even have region-wide effects on top of province, area and global effects.
We went ahead and added a new console command, namely “remove_country <TAG>”, behold its effect!
Before:
After: (Sweden will still fight and win its independence, subsequently annexing the entirety of Scandinavia despite the fact that it does not exist anymore - still not overpowered ).
Finally, we have converted all the stats of special units. They used to reside in the “defines” file, now they are static modifiers which are more moddable:
Having advisors give scaling bonuses based on their level will also be a reality with 1.34, a change we are most excited about! For example, you can have Advisors grant -5% Mercantilism Cost per level, for a total of -25% at level 5:
Overall, 1.34 adds a very healthy number of new triggers, modifiers and effects to play around with and we are looking forward to seeing how they will be utilized both by our colleagues as well as the modding community. Do bare in mind that the modding additions showcased here are still a work in progress and only reflect a portion of what we are adding for 1.34 due to us wanting to keep this Developer Diary from being 20 pages longer and only showing off some of the highlights!
Idea Groups
And now here Pavía, talking (again) about the balance changes for the upcoming update.
After going through all the feedback we received from the community a in the last couple of weeks, and more internal testing about the changes, this is going to be the final version of the Idea Groups changes for 1.34 Update:
Economic Ideas:
Bonus now gives -10% Development Cost instead of -20%.
Innovative Ideas:
‘Optimism’ now also gives +1 Leaders without Upkeep.
'Formalized Officer Corps' replaced by ‘Expanded Policies’, now granting +1 Free Policies.
Espionage:
‘State Propaganda’ now also reduces Covert Action Relation Impact by -100%.
'Agent Training' now gives -15% Advisor Cost.
‘Vetting’ now also grants -0.2 Yearly Corruption.
'Privateers' now give +25% Chance to Capture Enemy Ships instead of +25% Embargo Efficiency.
‘Audit Checks’ replaced by ‘Blackmailing’, now granting:
Reasons to Accept Vassalization +15.
Monthly Favors Modifier +33%.
Bonus now gives Rebel Support Efficiency of 100% instead of 50%.
Exploration Ideas:
‘Free Colonies’ now gives +10% Settler Chance.
‘Global Empire’ now also gives +25% Treasure Fleet Income.
Trade Ideas
‘National Trade Policy’ now also decreases Promote Mercantilism Cost by 25%.
Bonus now also gives +10% Loyalty of the Burghers/Vaisyas
Aristocratic:
‘Noble Knights’ now gives -20% Cavalry Cost instead of 10% and +15% Cavalry Combat Ability instead of 10%.
'Serfdom':
National manpower modifier now giving +15% instead of +33%.
Adding -5% Development Cost.
'International Diplomacy': Replacing +1 Free Leader Pool for -25% General Cost.
‘Noble Connections’ now increases mercenary manpower by 25% instead of 20%.
Divine:
'Martyrs' now gives +20% Manpower in True Faith Provinces instead of +15% Global Manpower modifier..
'Servants of God' now gives -5% Development cost.
Horde:
'Horse-lords of the Steppes' now also gives +10% Cavalry to Infantry ratio.
Bonus now also gives +10% Tribes Loyalty Equilibrium.
Indigenous Ideas:
‘Controlled Burns’ from Indigenous Ideas gives now +15% National Manpower Modifier instead of +20%
Plutocratic:
'Tradition of Payment'
Replacing +10% Mercenary Manpower for -20% Mercenary Cost.
Mercenary Discipline now gives +5% instead of +2.5%.
'Free Cities' now also gives -5% Development Cost.
Naval Ideas:
‘Naval Glory’ now also gives +1 Impact on Siege.
‘Oak Forests for Ships’ now also gives +10% Ship Durability.
Bonus now gives -100% Naval Barrage Cost instead of +10% Ship Durability.
Offensive Ideas:
‘Grand Army’ now gives +10% Special Unit Force Limit and +15% Land Force Limit Modifier instead of 20% Land Force Limit Modifier.
Quality Ideas:
‘Quality Education’ now also gives +0.5 Navy Tradition.
Quantity:
'Levée en Masse' now gives +25% National Manpower modifier instead of 50%.
Bonus now gives +25% Land Force Limit Modifier instead of +50%.
Policies:
Economic - Quantity:
No longer gives -10% Development Cost, instead it gives -10% Land Maintenance Modifier.
Innovative - Quality:
Now gives Infantry Combat Ability +15% instead of +10%.
Aristocratic - Espionage:
Now gives Cavalry Combat Ability +15% instead of +10%, and +10% Noble Estate Loyalty Equilibrium.
On top of that, we’ve made a few small balance changes here and there, implementing feedback we’ve received in the last DDs; most of them we already commented on in there , so I don’t want to make this one longer.
And speaking of, this is going to be the last Development Diary of this cycle. Most of the team here at Tinto will be going on vacation in the next few weeks, so we’re making sure that in the following days all the content gets as polished as possible for the release, and some team members will also be taking care of the preparations during this period. We know that there will be speculation about the dates of the next DLC, but we want to be sure that we offer a high quality product; so hopefully there will be more news on this soon.
Thank you very much to everyone who’s been following us and participated in this cycle of DDs that began more than 3 months ago. We’re quite happy with the feedback we’ve received during it, and we’re also very excited about the new content and the update. See you!