EuropaUniversalisIV-DevelopmentDiary5thofJuly2022(开发日志:哥特兰)
(2022-07-08 00:32:39)
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eu4gameparadox游戏 |
分类: EU4 |
Welcome to our next Development Diary for Europa Universalis
IV! The majority of the new content for the upcoming DLC has been
revealed so far and all that is missing are two nations - one of
them is an island nation which almost never sees the light of
day.
gotland.png
Prior to 1.34 Gotland was a province occupied by a rebel stack
led by the Danish ex-king Eric of Pomerania. This has changed now
and Gotland is selectable at the start of the game with Eric as its
ruler.
Originally a commercial center situated in the crossroads
between the merchants of Russia and Germany, Visby has quite an
interesting history during the century prior to the beginning of
the game. Home to privateers such as the Victual Brothers and the
bastion of a former Danish King, Gotland ended up being the
guarantee of peace between the Teutonic Knights and the monarchs of
Denmark. Coupled with a fresh new mission tree, its very own great
project and unique new paths to explore, Gotland will offer a
fascinating playthrough.
As Gotland was a member of the Hansa, the hideout of the
ex-king Eric and a base of operation of Eric’s piracy, the fate of
Gotland is quite open-ended (though, in 99% of games Gotland will
probably end up as territory of Denmark or Sweden as these two
countries still have their core on Gotland).
The content for Gotland is intended to reflect the
possibilities Gotland’s history could have gone and as such when
you start as Gotland you get the following event instantly:
erics_claim_event.png
erics_claim_event_second_choice.png
When you select the second choice you get a follow-up
event:
fate_of_republic_of_gotland_event.png
fate_of_republic_of_gotland_event_second_option.png
Of course the claims of Eric won’t make much sense when he
dies before pressing them against Denmark. If you select the
monarchy path of your missions and Eric finds himself buried with
the head first in the mudflat then you get an event which allows
you to change your direction (this only triggers when you picked
the monarchy missions though):
lost_claims_of_eric.png
lost_claims_of_eric_second_option.png
But what are these missions even about? Let’s start taking a
look at them, starting with the monarchy missions:
gotland_monarchy_missions.png
As your goal is to become Denmark, the monarchy missions of
Gotland are a little bit shorter, but will help you with your
ambition.
“Dynastic Relations” for example gives you 10k manpower per
nation which has the same dynasty as you and has at least 100
opinion of you. As you start with the Gryf dynasty you can get 20k
manpower rather easily from Stettin and Wolgast - if you manage to
finish the mission before they annex each other.
Meanwhile, “The Enemy of My Enemy” makes alliances with rivals
or enemies of Denmark easier.
The biggest supporter would be the HRE however. “The Emperor’s
Treasury” is mission which allows you to make a deal with the
Emperor upon reaching 100 opinion of him:
a_deal_with_the_emperor.png
Naturally, this event triggers an interaction with the
Emperor:
a_deal_with_the_emperor_2.png
Of course you can accept or reject these conditions:
a_deal_with_the_emperor_3.png
Taking the help of the Emperor will have consequences. If you
ever manage to get Holstein or Slesvig then you get confronted with
an event which reminds you of your end of the deal:
return_of_holstein.png
return_of_holstein_2.png
Of course you are free to ignore your promise, but this will
result into a diplomatic escalation of the situation:
holstein_or_war.png
Of course the event for the ultimatum has a proper title which
is a homage to a different demand of German territory in
history:
holstein_or_war_got.png
holstein_or_war_got_2.png
As Eric was voted out by the nobles of Norway and Sweden it is
only natural that you want to get on Norway and Sweden’s good sides
- either through diplomacy (they have 100 opinion of you) or
through espionage (you have 50 spy network in their
overlord).
loyalty_events.png
The main focus of the monarchy missions is your war with
Denmark. “War for the Crown” which is doable after getting any kind
of cb against Denmark will give you a restoration of Personal Union
casus belli against Denmark as well as 10% Land and Naval Morale
for 25 years.
“Take over Sjaelland” which can be achieved by occupying the
capital of Denmark (in this case it is Sjaelland) will trigger the
following event:
sjaelland_occupation.png
If you manage to get 50 War Score against Denmark, control the
Danish capital and be at war with Denmark for 3 years you can
complete the mission “Execute the Wrong King” which will end the
war immediately in your favor:
execution_event.png
Of course these missions are all completable if you manage to
win the war against Denmark on your own and get them under a
personal union before. In that case the events will not fire, but
their rewards are given directly by the missions themselves.
Also, if Norway or Sweden are independent then you gain a PU
cb against either of them in this event.
As soon you have the Kalmar Union under your control you can
complete the mission “Back in Control” and get the following
event:
reformation_of_denmark.png
From this point forward you are then playing as Denmark,
though with a slightly easier time with Sweden.
But not everybody wants to play “Denmark with extra steps” and
so you can choose to become a republic instead.
gotland_trade_republican_missions.png
Your mission tree is tailored to become the dominant trade
power of the Baltic Sea, rivaling the likes of Lübeck or
Riga.
As it has become a little bit of an unofficial tradition for
this DLC, so does Gotland too have a way to join the HRE with the
“Imperial Protection” mission. The claims of the mission tree are
few and mostly focused on the Baltic coast of Germany as well as
the lands of Denmark and Novgorod.
Real highlights of this mission tree are +25% Permanent Ship
Trade Power from the mission “Compete with the Hansa”, as well as
+25 Trade Power in the English Channel until the end of the
campaign from “Channel’s Trade”.
“Gutnish Trade Fleet”, “Strong Mercantilism” and “Gotland’s
Trade Empire” have dynamic rewards which depend on which faction is
currently at power:
dynamic_mission_rewards.png
“Gotland’s Trade Empire” has of course the most impactful
reward of all three of them:
flexible_reward.png
flexible_reward_decisions.png
But what if you don’t want to make your ducats the honest way
through trade and commercial? What if you want to embrace the
historical roleplay of Eric, the king who became a pirate? For that
there is the last and biggest mission tree of Gotland which
explores this path.
gotland_pirate_missions.png
The Gotland AI will always take the Pirate missions as
historically Eric of Pomerania was living the pirate life on
Gotland until he eventually died.
The pirate missions are divided into three greater branches
and some miscellaneous missions which are adopted from the generic
Pirate missions and slightly adjusted for the North Sea.
Starting from the left to right, the missions starting with
“Gotlander Pirate Fleet” are your conquest and exploration
missions, handling Denmark and, of course, the Caribbean. When you
complete the mission “Pirates of the Caribbean” you get the option
to move your capital in to the new world through an event:
place_in_the_sun.png
Meanwhile, the mission “The Worst Pirate” gives the following
rewards if you own or have a subject own Tortuga:
art_of_insults.png
The missions branching from “Reach the Mediterranean” are all
about raiding and looting certain places of importance such as Rome
and its Curia coffers, or Venice and its arsenal. “Pirate versus
Berber” on the other hand is more of a mission for all those who
played in the Mediterranean and had to suffer under the
Berbers.
Each one of these three missions rewards you with an unique
event which is of narrative nature. But they also contain strong
rewards which are fitting to the text. Here is the event “The Raid
of the Venetian Arsenal” which is the reward of the mission “Raid
the Arsenal”:
raid_of_venice.png
I will come back to the “Legendary Pirate” personality
later.
“Terror of the Baltics” and the followup missions are about,
well, raiding the Baltic Sea, but also “liberating” Lübeck, Danzig
and Riga from their owners and incorporating them into your pirate
republic. Each mission gives their respective city the following
reward:
free_pirate_port.png
“The Pirate Haven” is the finisher of these missions and is
completed when you own at least 10 provinces which are either
centers of trade or have a river estuary. Finishing it gives you a
reward which mirrors the Merchant Republic dynamic mission
reward:
dynamic_pirate_rewards.png
Finally a few words for the remaining missions:
“A Pirate Federation” works exactly like the generic pirate
mission. “Global Piracy” requires you to privateer in at least 10
different trade nodes of the world and gives you extra privateer
efficiency of 33% until the end of the game. “Scourge of the North
Sea” requires you to privateer in the North Sea and the English
Channel while “Loot London” and “Loot the Low Countries” are rather
self-explanatory. All of these missions reward you with good chunks
of money.
“Renowned Pirate King” is a special version of the “Renowned
Buccaneer” mission of the generic Pirate mission. But it is worth
mentioning that both missions have received an additional bonus in
its reward:
renowned_buccaneer.png
The “Legendary Pirate” is a new ruler personality which can be
gained through either mission rewards - as it was the case in
Gotland’s mission tree - or by winning against an enemy who is
above your own weight. Also, all historical pirates have the
“Legendary Pirate” personality.
legendary_pirate.png
It goes without saying that the Legendary Pirate is part of
the free update and not locked behind the newest DLC.
Speaking of free content: monarchies and republics received
new government reforms, and so did the Pirate Republics some new
reforms to play with too! I will list the tiers where a new reform
has been added or an old Pirate reform has been adjusted and will
highlight them.
Tier 2:
pirate_republics_tier_2.png
Tier 4 (they are all new):
pirate_republics_tier_4.png
Tier 7 (they are all new):
pirate_republics_tier_7.png
Tier 8:
pirate_republics_tier_8.png
Tier 10 (the first three are generic Republican reforms, hence
their theme is not quite fitting for Pirates):
pirate_republics_tier_10.png
Tier 11 (the first three are generic Republican reforms, hence
their theme is not quite fitting for Pirates):
pirate_republics_tier_11.png
Tier 12:
pirate_republics_tier_12.png
Next to the pirate government reforms we also have added some
new naval doctrines. In the development diary for Denmark we
presented you some of the new naval doctrines and you gave us ideas
for new additions of naval doctrines. While not all were able to
make the cut for 1.34, some of your suggestions have been
implemented!
For Venetian countries
venetian_naval_doctrine.png
For Korean (or Snocized-Korean) countries
korean_naval_doctrine.png
For Japanese countries
japanese_naval_doctrine.png
For Lower Saxon countries (in that case it is mostly relevant
for Lübeck):
lower_saxon_naval_doctrine.png
It goes without saying that the icons for the Naval Doctrines
are placeholder.
Last but not least we also did some balance changes regarding
the navy to make them (and their ideas) a little bit more
impactful.
Blockaded provinces now receive +0.25 Monthly Devastation and
-50% Local Trade Power additionally to the +20% Local Ship and
Regiment recruitment time.
Additionally, blockading a country’s ports not only increases
+0.10 Monthly War Exhaustion but also -75% Global Trade Power and
-75% Trade Steering, scaled by proportion of (core, state)
development blockades.
1.33 buffed the Maritime Ideas and Naval ideas and while we
are happy with Maritime ideas for now, the Naval ideas are still
lackluster in their usage. They do their purpose which is buffing
the navy, but due to how EU4 works naval battles are rarely of big
concern and as such the Naval Ideas have a too high opportunity
cost.
So we have decided to give a secondary role to Naval ideas
which is rewarding your land conflict if you have naval dominance
by giving the fourth idea “Naval Glory” +1 Blockade Impact on Siege
additionally to the Yearly Navy Tradition. The +10% Ship Durability
has been moved from the bonus of the ideas group to the sixth idea,
“Oak Forests for Ships” (the +20% Heavy Ship Combat Ability
remains) while the bonus now has -100% Naval Barrage cost next to
the +15% Ship Disengagement Chance.
The Naval/Maritime policy “The Naval Supremacy Act” now gives
+1 Blockade Impact on Siege instead of +50% Privateer Efficiency.
The +50% Blockade Efficiency remains unaffected here.
Finally one quick Quality of Life addition to the game:
detach_special_units.png
That was it for today! Next week @PDX Big Boss will present
the final country which receives content from this DLC. Little
hint: it is NOT a nation you can select when you start the
game.
With that being said I wish you all a nice week!