EU4-DevelopmentDiary13thofDecember2022-Roadmapto1.35(开发日志:路线图)
(2023-01-05 01:04:00)
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分类: EU4 |
Europa Universalis IV - Development Diary 13th of December
2022 - Roadmap to 1.35
Hello and welcome back to another Europa Universalis IV Dev
Diary!
It’s been a while since the last one, back in September. The
main reason for this is that the Team has been quite busy during
these months. In October we released the 1.34.4 update, that fixed
most of the issues we wanted to cover after Lions of the North, and
participated in the last edition of the Grandest Lan, which could
be organized again at Moszna Castle (and that you can watch at the
Paradox Grand Strategy YouTube channel!). In November, the team
focused on launching EUIV on a new platform, GOG, with the 1.34.5
update; this is the fourth platform in which the game can be
played, after Steam, Microsoft Store, and Epic Games.
So now comes December, and we feel it’s the proper time to
give you an insight into what we’re working on and share with you a
roadmap to the 1.35 update (as we won’t be releasing more patches
for the 1.34 version).
First and foremost, and although we’ve already said this, we
want to thank all the players that have bought and played EUIV:
Lions of the North, making it one of the most successful releases
in the history of this game. We think that a non-trivial part of
this has been the quality of the 1.34 ‘Sweden’ free update, and we
are very happy about the fact of having to patch it only two times,
as we deem this version quite stable.
So, what are our plans for the future? Well, not surprisingly,
we want to keep focused on continuing to reduce the bug count as
much as possible; in the last couple of years, the Team has fixed
between 2,000 and 3,000 backlog bugs, and we think that the state
of the game is much better after this effort. However, we still
have hundreds of issues in our backlog, so more effort needs to be
put into it.
The good news is that now we have some extra room to rework
some game mechanics. Don’t expect anything very ambitious, but some
more changes that are on the line with the fixes for the AI and the
new government reforms we implemented for 1.34, fleshing out
features of the game that haven’t received any update in a while.
We will cover two of these topics today and next week.
And when is new content going to be shown? We will get started
with that in January after the Team comes back from the Christmas
Holidays. We’re very excited about it, but you will have to wait a
bit more to take the first look at it. And with no further words to
say, let's go with the first ideas we want to share with you!
Idea Group Additions and Rebalance
Hey everyone, here @PDX Big Boss ! We decided to add a few new
idea groups to the game as well as a lot of new policies and new
events, to accompany a general rebalance of the existing idea
groups.
First things first, we wish to introduce 3 new idea
groups:
Infrastructure Ideas for the Admin Category
Court Ideas for the Dip Category
Mercenary Ideas for the Mil Category
A few notes we should mention here! This by no means reflects
which will be the released version of the changes. Lions introduced
a very high bar of quality and our intention is - at the very least
- to meet this bar. So please keep in mind that what you see here
is far from finalized, in fact, this is hot code. Having said that,
I would genuinely like to encourage you all to give feedback,
especially on stuff you don’t like and help shape this beautiful
game together. The intention behind these new groups is not to
introduce a new powerful single-line meta, but rather to spruce up
the game and maybe offer more options for the player, in the
interest of making your games more fun and enjoyable. Enough with
the boring stuff, onto the Ideas!
The goal behind Infrastructure ideas is to give you the
ability to build up your nation, by granting you the tools to speed
up construction, reduce its costs, autonomy levels, and more. Let’s
take a look:
1.png
For the purpose of creating this new group, we chose to
separate it from Economic Ideas, which now focus exclusively on the
money-making aspect of the game, directly. More on that later, when
we tackle existing idea groups.
image (73).png
Infrastructure Ideas offer great bonuses such as construction
cost and time reduction, a merchant, autonomy decay, and
development cost. Let’s take a look at the Diplomatic Policies for
it:
2.png
3.png
Note: Years for Personal Union Integration: -10
And a quick peek at the Policy Combination of Infrastructure +
any Military Idea Group except
Aristo/Plutocratic/Horde/Theocratic:
4.png
Infrastructure and Aristocratic:
5.png
Infrastructure and Plutocratic:
6.png
Infrastructure and Horde:
7.png
Infrastructure and Divine:
8.png
Note: the prestige gain here is 0.5 per Development
Point
Moving to the next set of new Ideas, the goal behind Court
ideas is to introduce some internal flavor, maneuverability in
regards to estate manipulation, and more. Let’s take a look:
9.png
We took the decision to make some room for the Prestige here,
by moving it over from Religious ideas, more on that later!
10.png
Note: an idea we’ve had is to add a unique modifier here
‘max_privilege_slots = 1’ somewhere in this set
Court Ideas + any Admin idea group policy:
11.png
Court + any Mil idea group policy:
12.png
Note: hmmm this 0.5 Yearly Army Professionalism looks a bit
too strong hmm…
Court and Aristocratic:
13.png
Court and Plutocratic:
14.png
Court and Horde:
15.png
Court and Divine:
16.png
Finally, let’s look into the new Mercenary Ideas. This one is
a bit deeper of a rework because one of our plans is to accompany
this new Idea Group with somewhat of a rework on how Mercenaries
are distributed, so as to make them a tad bit more interesting at
certain points during the game.
17.png
18.png
Mercenary Ideas + any Admin Group Policies:
19.png
Mercenary Ideas + any Dip Group Policies:
20.png
Moving on, we have made some tweaks to existing idea groups,
let’s look into them:
Religious Ideas
Removed Stability Cost Modifier and replaced with Religious
Unity
Humanist
Removed Religious Unity and replaced with Max. Tolerance of
Heathens and Heretics
Administrative Ideas
Removed Merc Cost and replaced with Admin Advisor Cost
Removed Merc Maintenance and replaced with Max Promoted
Cultures and Promote Culture Cost
Removed Interest and replaced with Religious' Stability Cost
modifier
Removed Merc Manpower and replaced with States Governing
Cost
Economic Ideas
Removed Construction Cost and replaced with -25% Monthly Gold
Inflation and -25% Gold Depletion Chance reduction (This is a niche
change, we would would welcome feedback on this)
Increased Interest to 1 instead of 0.5 due to 0.5 being
removed from Admin Ideas (this will probably get nerfed and the
other half will be reintroduced elsewhere)
Removed Monthly Autonomy and replaced with -25% Reduce
Inflation Cost and -33% Autonomy Chance Cool down
Removed Development Cost and replaced with +10% Goods Produced
Modifier
The goal of this rework is to breathe some new life into the
Idea Groups that were introduced nearly 10 years ago. On top of
that, many existing groups will potentially receive new modifiers
such as Humanist’s Heretic Opinion of Us (name TBD) which would
increase Heretics’ opinion of your nation, due to your humanist
approach towards their people.
21.png
22.png
23.png
Note: most of these Improve Relations Modifiers are
Placeholders for relations with own religion/culture group and
similar modifiers.
We also aim at revisiting more existing idea groups in the
Diplomatic and Military Groups as well as the Events from all idea
groups. Furthermore, here’s a little event you may get if your
ruler has poor diplomatic skills while Court Ideas are
active:
24.png
25.png
Note: shameful display!
And that’s all for today! We’ll be glad to receive your
feedback regarding these changes, as we really wanted to tackle
them as early as possible with the community, so we have enough
time to change/rebalance the different issues that could arise from
discussing them with the community.
Next week there will be another Dev Diary focused on another
aspect of the game that we are working on rebalancing: Unit Pips.
See you then!
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