EuropaUniversalisIV-DevelopmentDiary9thofAugust2022(开发日志:成就与模组)
(2022-08-10 01:15:56)
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Europa Universalis IV - Development Diary 9th of August
2022
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!
Read more here: https://pdxint.at/3p5vuqp
Achievements
Brick by Brick
achievement_brick_by_brick-gigapixel-low_res-scale-2_00x.png
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
achievement_super_trooper-gigapixel-low_res-scale-2_00x.png
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
achievement_assemble_instructions_needed-gigapixel-low_res-scale-2_00x.png
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
achievement_holy_horder-gigapixel-low_res-scale-2_00x.png
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!
achievement_for_the_emperor-gigapixel-low_res-scale-2_00x.png
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
achievement_the_freest_man_in_the_world-gigapixel-low_res-scale-2_00x.png
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
achievement_crossing_the_finnish_line-gigapixel-low_res-scale-2_00x.png
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
achievement_purify_the_temple-gigapixel-low_res-scale-2_00x.png
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
achievement_almost_prussian_blue-gigapixel-low_res-scale-2_00x.png
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!
achievement_let_it_go-gigapixel-low_res-scale-2_00x.png
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
achievement_hannukah_mutapa-gigapixel-low_res-scale-2_00x.png
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 = 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 = - 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
ramparts.png
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.
rulemodifiers.png
Triggers (requirements):
- any_war_enemy_country/all_war_enemy_countries
- gives_military_access_to = (returns true if the country
gives the specified country military access
- receives_military_access_from = (returns true if the country
receives military access from the specified country
- gives_fleet_basing_rights_to = (returns true if the country
gives the specified country fleet basing rights
- receives_fleet_basing_rights_from = (returns true if the
country receives fleet basing rights from the specified
country
- added has_naval_doctrine = or "any"
triggers.png
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:
descmerc.png
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 = ”
golden age.png
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.
breakthrough.png
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.
region modifier.png
We went ahead and added a new console command, namely
“remove_country ”, behold its effect!
Before:
before.png
After:
after.png
(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:
static hussars.png
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:
scaling advisor.png
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!
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