EuropaUniversalisIV-DevelopmentDiary26thofJuly2022(开发日志:纪念碑)
(2022-08-03 00:53:44)
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Europa Universalis IV - Development Diary 26th of July
2022
Hello everyone! Today I’ll introduce you to the new monuments
we’ve designed for the next update. As before, this content will be
free for all Leviathan DLC owners. Along with that, I’ll also
comment on some game balance changes we’ve implemented for free in
the 1.34 update.
New Monuments
As already mentioned in some of the previous DDs, we decided
to introduce a few more monuments. Overall, we’re happy with the
monument density we got after the 1.32 update, so we just wanted to
address one specific region that was lacking in love (Scandinavia,
which fits in pretty well with the upcoming DLC), and a few gaps we
wanted to cover here and there. Since we had few monuments to cover
this time, we also tried to get creative with the attached
modifiers (you may notice some new modifiers on them, also). Let’s
see:
The Falun Copper Mine was already present in the game, as a
local modifier to the province of Dalaskogen. As it was the main
copper production site for Europe in the Modern Age, we decided to
turn it into a monument (and for those not owning Leviathan, the
local province modifier will stay as it is).
great_project_falun_copper_mine.jpg
Modifiers:
Tier 1 Tier 2 Tier 3
Local modifiers:
+3 Local Goods Produced
Area modifiers:
−5% Local construction cost
−5% Local construction time Local modifiers:
+6 Local Goods Produced
Area modifiers:
−10% Local construction cost
−10% Local construction time
Global modifiers:
-10% Artillery cost Local modifiers:
+9 Local Goods Produced
Area modifiers:
−20% Local construction cost
−20% Local construction time
Global modifiers:
-20% Artillery cost
Built by King Erik VII in the early 15th century, Kronborg
Castle was established to enforce the Sound Toll, though it would
later be transformed into a magnificent royal residence.
great_project_kronborg.jpg
Modifiers:
Tier 1 Tier 2 Tier 3
Local modifiers:
+15% Local defensiveness
Global modifiers:
+25% Navy tradition from protecting trade
When upgraded:
+1 Mercantilism Local modifiers:
+25% Local defensiveness
+1 Naval combat local bonus off owned coast
Global modifiers:
+50% Navy tradition from protecting trade
When upgraded:
+3 Mercantilism Local modifiers:
+33% Local defensiveness
+2 Naval combat local bonus off owned coast
Global modifiers:
+100% Navy tradition from protecting trade
When upgraded:
+6 Mercantilism
The city of Visby was one of the main ports on the Baltic
trade routes, its walls protected it from its many enemies, making
it the heart of an independent Gotland.
great_project_visby_city.jpg
Modifiers:
Tier 1 Tier 2 Tier 3
Local modifiers:
-25% Local shipbuilding time
+50% Hostile disembark time
Global modifiers:
+20% Privateer efficiency Local modifiers:
-33% Local shipbuilding time
+100% Hostile disembark time
Global modifiers:
+33% Privateer efficiency
+15% Domestic trade power Local modifiers:
-50% Local shipbuilding time
+200% Hostile disembark time
Global modifiers:
+50% Privateer efficiency
+25% Domestic trade power
Trakai Island Castle was completed in the early 15th century
by Grand Duke Vytautas, first for a military purpose and later
transformed into a royal residence.
great_project_trakai_castle.jpg
Modifiers:
Tier 1 Tier 2 Tier 3
Local modifiers:
+10% Local manpower modifier
Global modifiers:
+0.25 Yearly prestige
+0.5 Monthly splendor
+5% Reform progress growth Local modifiers:
+15% Local manpower modifier
Global modifiers:
+0.5 Yearly prestige
+1 Monthly splendor
+10% Reform progress growth
+1 Possible advisors Local modifiers:
+25% Local manpower modifier
Global modifiers:
+1 Yearly prestige
+2 Monthly splendor
+20% Reform progress growth
+2 Possible advisors
Salvador da Bahia was one of the oldest cities established by
the Portuguese in Brazil, becoming the capital of the colony for
more than two centuries.
great_project_salvador_da_bahia.jpg
Modifiers:
Tier 1 Tier 2 Tier 3
Local modifiers:
+10 Local trade power
Global modifiers:
+10% Global trade power
+10 Global settler increase Local modifiers:
+15 Local trade power
Global modifiers:
+10% Global trade power
+10 Global settler increase
+0.25 Goods produced Local modifiers:
+25 Local trade power
Global modifiers:
+10% Global trade power
+10 Global settler increase
+0.5 Goods produced
M'banza-Kongo was the seat of Manikongo, the ruler of the
Kingdom of Kongo, becoming the most important city in the region
during the 15th and 16th centuries, as the power of its king
prospered.
great_project_mbanza_kongo.jpg
Requirements:
Culture is in Kongo group and is accepted by its owner
Modifiers:
Tier 1 Tier 2 Tier 3
Global modifiers:
+20% Institution spread in true faith provinces
+10% Reform progress growth Global modifiers:
+33% Institution spread in true faith provinces
+15% Reform progress growth
+0.5 Yearly legitimacy Global modifiers:
+50% Institution spread in true faith provinces
+20% Reform progress growth
+1 Yearly legitimacy
Allow Estate Privileges to be revoked regardless of loyalty
and influence
The historic city of Harar Jugol was one of the main places of
pilgrimage for Muslims, with dozens of mosques and shrines, and a
tradition of scholars and holy men.
great_project_harar_jugol.jpg
Requirements:
Province has the state or syncretic religion, which is in
Muslim group.
Modifiers:
Tier 1 Tier 2 Tier 3
Local modifiers:
+0.25 Institution Growth
Global modifiers:
+0.1 Prestige per development from missionary Local
modifiers:
+0.25 Institution Growth
Global modifiers:
+0.2 Prestige per development from missionary
-10% Stability cost modifier Local modifiers:
+0.5 Institution Growth
Global modifiers:
+0.3 Prestige per development from missionary
-25% Stability cost modifier
When upgraded:
Unlocks decision which allow to embrace Legalism at below -50
Piety and Mysticism above 50 Piety
Dujiangyan is related to the ancient irrigation system
developed around the city of the same name, and how it made the
Sichuan region one of the most prosperous in China.
great_project_dujiangyan.jpg
Modifiers:
Tier 1 Tier 2 Tier 3
Local modifiers:
-20% Province governing cost
-5% Development efficiency
Area modifiers:
-0.05 Monthly devastation Local modifiers:
-10% Development efficiency
+1 Possible number of buildings
Area modifiers:
-20% Province governing cost
Region modifiers:
-0.05 Monthly devastation Area modifiers:
-40% Province governing cost
-10% Development efficiency
+1 Possible number of buildings
Global modifiers:
-0.05 Monthly devastation
Idea groups & Policies rebalance
We already talked in previous DDs about the new national ideas
that we developed for some countries. Along with that, we decided
to rebalance some of the existing idea groups. The general design
behind this rebalance was to give again a bit of extra diversity to
the different groups available, so choosing different possibilities
between them might be more viable from this update. Getting into
more detail, here are some of the reasoning behind specific
changes:
Ideas giving National Manpower and Land Force limit are
nerfed, to combine them with the new changes in the combat system.
We felt that there were already many different sources of Manpower
and Land Force available to the player and that also some ideas
(e.g. Quantity) were heavily favored over others.
We’re also nerfing both the Economic Ideas and the
Economic-Quality Policy Development Cost reduction, as we felt that
we already introduced a fair amount of Development Cost elsewhere,
so we saw it right to reduce it considerably here, effectively
rebalancing the total amount you get from these sources.
We wanted to buff some of the underdogs in the Idea Groups,
such as Espionage, Trade and Naval, to make them more viable
compared to others in their groups.
Here you’ve got a detailed account of the changes
implemented:
Innovative Ideas:
‘Optimism’ gives now also gives +1 Leaders without
Upkeep.
'Formalized Officer Corps' replaced by ‘Expanded Policies’,
now granting +1 Free Policies.
Economic Ideas:
Bonus now gives -10% Development Cost instead of -20%.
Espionage Ideas:
‘State Propaganda’ now also reduces Covert Action Relation
Impact by -50%.
‘Vetting’ now also grants -0.1 Yearly Corruption.
‘Audit Checks’ replaced by ‘Blackmailing’, now granting:
Reasons to Accept Vassalization +15.
Monthly Favors Modifier +33%.
Bonus gives now Rebel Support Efficiency of 100% instead of
just 50%, and reduces Covert Action Relation Impact by -50%.
Trade Ideas
‘Shrewd Commerce Practice’ now also decreases Promote
Mercantilism Cost by 25%.
‘Free Trade’ now also gives +2 Merchant Trade Power.
‘Overseas Merchants’ now also decreases Trade Company
Investment Cost by 25%.
Bonus now also gives +10% Loyalty of the
Burghers/Vaisyas
Exploration Ideas:
‘Free Colonies’ now gives +10% Settler Chance.
‘Global Empire’ now also gives +25% Treasure Fleet
Income.
Aristocratic Ideas:
‘Noble Knights’ gives now -20% Cavalry Cost instead of 10% and
+15% Cavalry Combat Ability instead of 10%.
‘Serfdom’ now gives +20% National Manpower Modifier instead of
+33%.
‘Noble Connections’ now increases mercenary manpower by 25%
instead of 20%.
Divine Ideas:
‘Martyrs’ gives now +25% Manpower in True Faith provinces
instead of +15% Global Manpower modifier.
Horde Ideas:
Bonus now also gives +10% Tribes Loyalty Equilibrium.
Indigenous Ideas:
‘Controlled Burns’ from Indigenous Ideas gives now +15%
National Manpower Modifier instead of +20%
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 Ideas:
‘Levée en Masse’ now gives +33% National Manpower Modifier
instead of 50%.
Bonus now gives +33% Land Force Limit Modifier instead of
+50%.
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.
Policies:
Economic - Quantity:
No longer gives -10% Development Cost, instead it gives -5%
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.
Crownland & Government Reform Progress
You may know that it was commented by my colleagues @PDX Big
Boss and @Ogele that we replaced the tax modifier from high
crownland with Reform progress growth, but for those who don’t
follow as much in detail the DDs, here is a kind reminder of
it:
1657651615437.png
We made an additional change to this: now each Crownland Level
above 50% Crownland increases Reform Progress Growth (the modifier,
not the flat value) by 20%, up from the current 10%, so the final
amount of RPG you can get at 100% Crownlands is 100%. And we’ve
also lowered the subsequent reform growth cost from 50 to 40. This
makes for more consistent growth of RP, making it easier to
progress through the expanded tiers of Government Reforms.
Governing Capacity
Along with the above change, we also decided that we could
make Reform Progress Growth even more strategic, by adding a malus
to Administrative Efficiency if being over the Governing Capacity -
which is something that can be countered either by the Centralize
State mechanic or by getting more Gov. Cap. with buildings,
monuments, reforms, etc. This will certainly curb growth speed, but
we think that this also adds some more depth to the game because it
presents the player with the choice of how to get extra Gov. Cap.
from the different features from where it can be expanded, but also
an additional “How do I spend my precious Government Reform
Progress” because it can be used either on the ‘Centralize State’
mechanic or in getting more Government Reforms.
Thus, the change we implemented is adding -1% Administrative
Efficiency for every 2% Governing Capacity above the cap. This way
it scales logically and gives off a dynamic and natural effect on
the expansion speed of the country in question.
Adm..jpg
To help adjust the Governing Capacity, we made that
Courthouses and Town Halls no longer require an open building slot
to be constructed, similar to how Universities work, making them a
more interesting type of building. Additionally, the State House
building now no longer requires an open building slot, and now
decreases local governing cost by a percentage of 25% and a flat
-25. These governing modifiers are doubled when constructed on a
Paper, Gems or Glass province.
Other Miscellaneous Changes
Aside from that, we've implemented a few more changes here and
there, which we're covering in this miscellaneous section, as we
think they might be of interest:
Slackening for Manpower now only gives 1 year worth of
manpower instead of 2 years.
Expanding the Infrastructure of a province now increases local
development cost by -25% instead of -5%. We decided against using
Development Efficiency because it could end up at 0 Dev Cost for a
province
Ramparts give 1 Combat Roll Bonus for the defender.
Pagan religious rebels can now force you to convert to their
religion if the majority of your country has this religion.
Nahuatl, Mayan and Ican are excluded from it due to their
"primitive" status in the game.
If you have Mare Nostrum then the Spy Network in a foreign
country will decrease AE Impact in that nation by -30% instead of
-10%
Support Rebels now costs 30% Spy Network instead of 60%
Scorched Earth now causes +0.25 Local Monthly Devastation
alongside the -50% Hostile Movement Speed for 5 years
Devotion now gives +25% Church Power, 25% Harmonization Speed,
0.001 Monthly Piety Accelerator, 0.5 Yearly Authority, 0.1% Yearly
Patriarchal Authority, 0.5 Yearly Doom Reduction, 0.05 Yearly Karma
Decay and 0.05% Clergy/Brahmins Loyalty Equilibrium additionally to
the Papal Influence, Prestige and Global Tax modifiers
Note: this change has been added to make Theocracies more
fitting for other religions too.
Crimea now becomes a Tributary State of the Ottomans instead
of a March when they seek Ottoman protection during the "Fate of
the Crimean Khanate" event.
There were a lot of things to cover today! Please let us know
of any feedback you have regarding these changes, as we feel
today's DD is more about engaging with the community on balance
changes than any other. Also, keep in mind that the numbers
presented still have room for improvement, so please stay civil in
discussing them. Next week the DD will be all about the great art
our team has been working on for the upcoming DLC, brought to you
by @SaintDaveUK . See you!
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