JarlFrank
I like Thief THIS much
Heh, for me MEIOU & T is actually more stable than VeF which is why I haven't tried VeF very much :D
No one talking about the seemingly massive change coming to Fortifications, zone of control, committed movement, garrison troops, building system and taxation?
Hello, and welcome to a new era of EU4 development, where we’ll have development diaries talking about what we are doing almost every week.
One of the criticism we’ve had regarding EU4, have been that the game has always premiered conquest, and if you didn’t expand, you fell behind. In the next major update, you’ll be able to make an empire that is more focused on tall than on wide. After all, it is just common sense of us to listen to what the community is requesting.
Most of you are familiar with the concept of base tax. This permeates the game at so many fundamental levels, with everything from forcelimits to coring costs being coupled to this. We also had a value in a province that was called manpower. Trade-Goods produced was arcanely connected to the basetax, and there is not a single human being that could calculate how much manpower in a province actually
Now we have 3 separate values in a province called Base Tax, Base Production & Base Manpower.
Base Tax affects your monthly tax income as before, and also increases your defence against hostile spies.
Base Production impacts the amount of trade-goods produced in the province, and how quickly ships gets build in the province.
Each level of base manpower increased your nations maximum manpower by 250, and also impacts the garrison growth in the province, and how quickly regiments is recruited in that province.
All of them together is called “Development”, which describes how heavily populated and built up the province is. Each level of development increases the supply limit, forcelimits for your armies and navies and makes it harder to converts its religion.
Finally, the development level also allows you to be able to build more buildings in that province.
Wait?
What am I talking about here? Well, first of all, we have reduced the amount of possible buildings, as a large part were fillers. Secondly, we removed the power-cost for building buildings. And finally, not every province can have the same amount of buildings. Currently, a province can have 1 building as default, with some terrains like desert or mountains reducing it by 1, and some increasing it, like farmlands. And, every 10 development allows another building slot in a province. So Paris may be able to have 6 buildings in 1444, while Figuig can not support a single building.
Now you say that we haven’t really talked that much about wide versus tall, but bear with me.
You will be able to spend adm, dip or mil power to increase base tax, production and manpower respectively in a province, where of course the cost keep increasing, but if you dream about a 20 base tax Dublin, then you can do that Doing this in deserts or arctic climate is far more expensive than doing it in better climates. The ideas that affected build power costs, now affects the cost of improving your province. There is also technologies that decrease the cost of improving development in the later half of the game.
Here’s the example of a few buildings in the game.
Marketplace - Dip4 - +2 Trade Power - 50 gold
Barracks - Mil 6 - +25% Manpower - 50 gold
Cathedral - Adm 19 - +3% Missionary Strength & +40% Tax Income - 200 gold
Stock Exchange - Dip 22 - +100% Trade Power - 400 gold
Town Hall -Adm 22 -5 Local Unrest - 400 g
Next week, we’ll talk a little about something that fits England very well..
Hello, and welcome back to Europa Universalis IV. Last week we talked about features, where most of them will be in the free update, but todays feature will all be part of the next expansion.
First of all, I’d like to mention that we are adding a new government form called English Monarchy, which England will start with. It will give +0.5 Legitimacy, -1 Unrest, -0.1 Monthly Autonomy and give them access to a Parliament.
So what is a Parliament? It is a new mechanic that Constitutional Monarchies & Constitutional Republics has as well. A Parliament is a political body inside your country, which will have debates that if they pass will give you benefits for a decade.
There is quite a lot of different possible debates, and you are allowed to pick one of five random eligible ones.
To have a debate pass, you need to have a majority of the seats backing the issue. Of course, when an debate is started, all seats are against it, and you need to convince them to back it.
Every Seat of Parliament will have their own reasons you must fullfill to have them back an issue, and their reasons will be different for each issue. A coastal Seat of Parliament may want to be Granted Navy commissions, which reduces your naval tradition, while another Seat may want monetary compensation, while another want some military support, or a fourth want some more autonomy. Luckily, you only have to get half of them to support you to get the debate passed.
Any non-overseas province can be granted a Seat in Parliament and your capital will always have a Seat. There is no way to remove a seat in Parliament, unless the province is lost.
A Seat gets +10% to tax, production & manpower, while reducing autonomy by 0.01 per month. However each Seat increases stability & war-exhaustion costs by 2%.
You are also required to grant at least of 20% of your non-overseas cores a Seat in Parliament, and if you have less than that, one random will be picked for you. There is alert if less than a third of your non-overseas cores have a Seat.
If there is no current debate, nor any active benefits of an issue, you will slowly lose legitimacy & republican tradition. And if a debate fails, you will lose 20 prestige, so it is not the end of the world, but its not something you want to happen all the time.
Here are three examples of current issues that can be pushed through your parliament.
Backing the War Effort is available if you are at war, and will give you +1 stability when passed, and a 10 year benefit of -0.05 War Exhaustion, and +10% Manpower recovery
Charter Colonies is available if you have either filled the Expansion or Exloration ideagroup, and gives a +10 year benefit of +1 colonist and +20 colonial growth.
Increase Taxes will give you about 1/4th of a years income, and increase your tax-income by 10% for 10 years.
Of course, all of these values will change the more we playtest it.
Only countries with Parliaments will get a button, opening the Parliament View, near the Papacy & HRE buttons. And yes, the button you talked about last week, in the province interface, is the one indicating if its a seat of parliament or not.
Next week, we'll focus on why we build walls.
Today is thursday, the day of the God of Thunder, so what is a more appropriate way to celebrate than with a development diary for Europa Univeralis IV. We’ve talked about development and politics the last few weeks, so now its time to talk a bit more about warfare again, before going back to more peacetime-related activities.
All of this mentioned in this development diary will be in the free update accompanying the next expansion.
Fortress Rework
Connecting a bit to the previous reveal of our change to how building works, we have overhauled the fortress system.
There are now four different forts, one available each century, providing 1, 3, 5 and 7 fort-levels each. A newer fort makes the previous obsolete, so you only have 1 fort in each province. Each fortress also provides 5000 garrison per fort level, so besieging a fortress now requires a large investment.
Forts now also require maintenance to be paid each month, which currently costs about 1.5 ducats for a level 1 fort per month in 1444. Luckily, you can mothball a fortress which makes it drop to just 10 men defending it, and won’t cost you anything in upkeep.
Garrison growth for a fort is also a fair amount slower than before, so after you have taken a fort, you may want to stick around to protect it for a bit.
What is most important to know though, is that forts now have a Zone of Control. First of all, they will automatically take control of any adjacent province that does not have any forts that is adjacent and hostile to them. If two fortress compete over the same province, then the one with highest fort-level wins and in case of a tie, control goes to the owner of the province. Secondly, you can not walk past a fortress and its zone of control, as you have to siege down the blocking fort first.
Each capital have a free fort-level, but that fort will not have any ZoC, as most minor nations can not afford a major fortress.
Looting
As we promised, we have now completely revised how looting works. Now there is a “pile” of possible loot in a province, which is directly tied to have developed the province is.
At the end of each month, all hostile units in a province attempt to loot, and the amount they loot depend on how many regiments you have there, and what types they are, where cavalry is by far the best. Some ideas and governments increase the amount you loot each month, where for example Steppe Hordes gains a nice boost.
A province starts recovering from being looted when 6 months have passed since last loot, and it takes up to a year until it has fully recovered.
Of course, the penalty on a province from being looted is still there until it has fully recovered, but it is scaled on how much have been looted.
Committed Armies
One of the major complaints we have had on the combat in Eu4, has been the fact that you can fully abort your movement whenever you liked. This have been changed, and now you can’t abort your movement if you have already moved 50% of the way. After all, its just common sense that a unit that have already moved halfway between the centers of two provinces is already in the second one.
Force Limits
We felt that the calculations of forcelimits where far too hidden from the player, Players saw stuff like “+25.87 from Provinces”, which based based on projections of base-tax amongst other things, and sometimes those dropped for no obvious reasons.
Now you will be able to see in each province how much it provides to your forcelimits, and we have cleaned up the logic.
Each level of development gives 0.1 land and naval forcelimit.
Overseas will provide -2 land and -2 naval forcelimit
Inland provinces will not provide any naval forcelimit.
However, a province will never be able to provide negative forcelimits.
A nation also have a base value of +3 land and +2 naval force limit, and there are some other ways to get direct forcelimit increased, that are not just percentage increases.
Next week, we'll be back and talk more about The Devout.
Welcome back to our weekly series of development diaries about Europa Universalis. This time we’ll talk about two features that will be part of the next expansion.
Theocracies
This is based on something we read in the suggestions forum. Monarchies and Republics have had their Legitimacy and Republican Tradition, but Theocracies haven’t had a unique mechanic yet. The next expansion will add a concept we call Devotion. Devotion ranges for 0 to 100, and impacts several thing.
Devotion impacts your religious abilities, your prestige gain and your tax-income.
You primarily gain devotion from high religious unity and the devoutness idea. Low stability will decrease it, while being Defender of the Faith will increase it.
There are also a lot of events that impact your devotion.
Another unique mechanic for theocracies is the fact that they always have an heir, and they have somewhat of control of it.
If you do not have an heir, you get a chance to select one heir. Heirs are age 40+ with random stats. You can then pick one of the following.
- A Local Noble – Loses 5 devotion, but gains +10 Prestige
- A Foreign Noble - Gains +100 relation with a random nation.
- A Merchant's Son - +25% yearly income, lost 10 devotion
- A Papal Protege – Catholic only. Gains +10 Papal Influence
- A Talented Theologian: +10 Devotion
- A local preacher – +5 Devotion & -10 Prestige
Government Ranks
A new feature in the next expansion is the introduction of proper Government Ranks. In previous versions, most countries would either be simply a Kingdom or a Republic, with a few special cases like Byzantium's Imperial Government and vassalized Kings becoming Dukes. If you don't get the expansion, this changes little, but for those with it most government types will come in three ranks: Duchy, Kingdom and Empire. While these are the names of the ranks, it doesn't mean there aren't any ranks for Republics - Venice's Serene Republic is on the same level as a Kingdom, for example.
Countries will start with whatever is closest to the rank they had historically, so the King of Burgundy becomes the Duke of Burgundy, while Byzantium is very much an Empire despite no longer having a special government form. Vassals, Marches and non-Elector members of the HRE are always Duchy rank, and certain government types only come in a single rank (such as Ming's Celestial Empire, which is always an Empire). Countries that are not locked to a particular rank can raise their rank through the Government screen by fulfilling certain requirements such as a certain level of prestige and total development level of your nation.
So what benefit do you get from a higher government rank, besides a new title and fancier headgear? Well, for one, higher government ranks are able to change their National Focus more often, with the default 25 year cooldown being 20 years for Kingdoms, and a mere 15 years for Empires. The bonuses granted from each government are now also set per rank, with government types getting more autonomy reduction from the higher ranks, while others such as Steppe Hordes have their base government bonuses to force limits, manpower and looting speed increased by higher government ranks.
Finally, this system also comes with a complete and mod-friendly overhaul of how government names and titles are handled. Under the old system, if you wanted to for example call your Greek Emperor a Basileus, you would have to create a particular localisation string that might get overwritten by other localisation strings, and there was no ability to differentiate between the titles of say, a Greek Western Technology Group Emperor and a Greek Eastern Technology Group Emperor. Under the new system, you script specific government name/title entries that might look something like this:
Code:byzantine_monarchy = { rank_1 = PRINCIPALITY rank_2 = KINGDOM rank_3 = EMPIRE ruler_1 = AUTOKRATOR ruler_1_female = AUTOKRATEIRA ruler_2 = DESPOT ruler_2_female = DESPOTISSA ruler_3 = BASILEUS ruler_3_female = BASILISSA trigger = { government = monarchy tag = BYZ } }
The game goes through the government entries, picks the first one it finds where the trigger evaluates true, and applies those government titles to that nation. This means that if you so desire, you could create a complete unique set of government names for each and every country in the game!
The Development level thing is actually a very interesting change all in all to how EU has used to work, namely that landgrabbing will now have diminishing returns and having a more modestly sized country is now much more competetive with bloated empires.I for one am looking forward to EUs own One Province Challenge.
Welcome back to our weekly series of development diaries about Europa Universalis. This time we’ll talk about four new features that will be part of the next expansion.
Free Cities of the Holy Roman Empire
Now the Emperor can designate up to seven free cities in the empire. A free city is a one province minor with a minimum of 10 development.
Free cities provide Imperial Authority to the emperor, as well as manpower and income. A Free City also have some rather nice bonuses to their development.
If a Free City gains another province or leave the HRE. they lose the free city status. And a Free City is always a type of Republic, so countries that aren't a Republic will become one upon accepting Free City status.
A Free City is always protected by the Emperor if attacked, so be careful when expanding in the HRE. A Free City can never be the subject of another nation.
Of course, as the ruler of a OPM, you can always refuse the offer of becoming a free city, and the emperor can spend some Imperial Authority to revoke a cities rights.
Remove Electorate
The next expansion lets you get even more control over your electors. If your religion is now official in the Empire, you can now spend IA to remove the Electorate status of your disloyal Electors.
Pause Westernisation
Sometimes while you are westernising, you end up where you need to use your power for something else, like boosting stability, but currently you can’t. Now we have added the option to pause westernisation. You’ll still get the unrest from westernising, but there will be no events spawning while westernisation is paused. Most importantly though is the fact that your power is accumulating again instead of contributing to the westernisation process.
Retire Advisor
Have you ever sat there with a lot of money, but cursing the options you for advisors. In the next expansion, you can now spend the amount of money it would cost to hire an advisor, and permanently retire him. Within a month, if there is available space in your pool of advisors, you will get a random new one in the same category. Maybe you get the +discipline one you wanted..
Next week we’ll focus on Luther and Buddha.
The last bit is interesting IMO. It's good that they're diversifying religious gameplay.
Hell even the upcoming fortress update could use some tweaks. Like a peace deal in which you tell your defeated foe to dismantle all the fortresses on your shared border (you would have to pick the provinces you want to have the castles dismantled the same way you grab land during a peace deal) It would be viewed as aggressive move and would give you a lot more Aggressive Expansion but would make the enemy primed for another invasion or....
Like building ironworks that lets you build artillery so you either you can't produce canons in provinces that don't have it or there is a severe penalty to building speed.
Also all buildings should be destroyable. After sieging a province you should be able to have a raise option. Your army would be locked in place until the raising is ended or you untap the button. The amount and level of building would decide how long will it take. It would provide a reason to make wars with a goal to not conquer the rival but weaken as much as you can.
EDIT: No idea what that sentence means, anyone more intelligent would care to illuminate?
"What is most important to know though, is that forts now have a Zone of Control. First of all, they will automatically take control of any adjacent province that does not have any forts that is adjacent and hostile to them. If two fortress compete over the same province, then the one with highest fort-level wins and in case of a tie, control goes to the owner of the province."
You could... if all of europe wouldn't have a minimum fort level of 1 at the start of the game. This is about combating 3rd world shitholes taking ages to siege down.Correction, here is a post from Johan: "provinces without a fort or adjacent to a fort will just fall to anyone passing through." hum... I wonder how if that will change how they calculate warscore. Otherwise you could drop an army by sea in Brittany (against France for example) and rack up the score by walking into the undefended land.
Wait, this goes for wartime or what?EDIT: No idea what that sentence means, anyone more intelligent would care to illuminate?
"What is most important to know though, is that forts now have a Zone of Control. First of all, they will automatically take control of any adjacent province that does not have any forts that is adjacent and hostile to them. If two fortress compete over the same province, then the one with highest fort-level wins and in case of a tie, control goes to the owner of the province."
It means that if you build a fort in a border province, it will flip all provinces to your domain unless the other nation also has a fort of equal level there. This will be fun. It will allow you to spend mil points on something other than generals and conquistadors or tech.
You could... if all of europe wouldn't have a minimum fort level of 1 at the start of the game. This is about combating 3rd world shitholes taking ages to siege down.Correction, here is a post from Johan: "provinces without a fort or adjacent to a fort will just fall to anyone passing through." hum... I wonder how if that will change how they calculate warscore. Otherwise you could drop an army by sea in Brittany (against France for example) and rack up the score by walking into the undefended land.
That's how I interpret "adjacent and hostile", yes. You'll still have to negotiate on the war-points table to get ownership of the actual province. I wonder what happens if the enemy stations an army there (without also owning a fort), though.Wait, this goes for wartime or what?