EuropaUniversalisIV-DevelopmentDiary21stofFebruary2023-Spain(开发日志:西班牙)
(2023-03-04 23:45:02)
标签:
eu4gameparadox游戏 |
分类: EU4 |
Europa Universalis IV - Development Diary 21st of February
2023 - Spain
Hola a todo el mundo, y bienvenidos! In this week’s
Development Diary, we will be talking about the content that we
have created for Spain and the different Iberian countries, mainly
Castile and Aragon, as they are the top runners for its
formation.
First of all, for the redesign of Spain’s content for the
upcoming DLC, we took a bit different approach than other countries
that have been shown in the previous weeks, following this line of
thoughts:
- We thought that its mission trees did not need a major
overhaul, as it was already quite developed in Golden Century,
covering most of the Conquest & Colonization paths required as
Spain; therefore, we aimed to redesign its structure, adding a few
missions here and there to get some extra flavor, and to rework
triggers and rewards, to update them in line with the other Great
Powers.
- We also decided to put more effort into adding more
‘mechanical content’ instead.
- On top of that, we also decided to add more unique content,
linked to new game mechanics, but also to older ones, such as
adding new Holy Orders for Golden Century owners, in order to keep
adding more depth to the game as a whole.
- I tried to add some not-so-known chunks of Spanish History
to the content, because, you know, I have a previous background as
Historian!
That said, let’s get started with the new content for Castile!
When we started designing it, we decided that nothing could be more
iconic that adding another civil war disaster:
1. Disaster Infantes.jpg
Note: Effects and numbers are not final, as usual.
The Infantes of Aragon were the sons of Fernando/Ferrán I, the
first king of the Trastámara dynasty in Aragon, and therefore
cousins of Juan II, king of Castile; his first wife, María de
Aragón, was their sister. Early in the reign of Juan II, they tried
to puppet the king, and seize power, leaning on their large
properties in the country, and the support they had from a big
sector of the Castilian Nobility. This is also portrayed by a new
starting privilege for Castile’s Nobility, which will cause the
following disaster to progress:
2. Factionalist Nobility.jpg
3. Disaster progress.jpg
A cursed start for Castile, I know, I know.
What will happen after the disaster fires is that this event
will be triggered, giving two different choices to the
player:
4. Infantes event 1.jpg
5. Infantes event 2.jpg
6. Infantes event 2.jpg
The disaster will now be possible to be ended, and as you may
have noticed, it will impact the outcome of a new mission:
7. Disaster ending.jpg
8. Infantes mission.jpg
The first path will reduce the effects of the Factionalist
Nobility, making it easier to get rid of it earlier, apart from
giving a temporary boost to Juan II, but also comes with a bunch of
rebels. The second decision means that the ‘Factionalist Nobility’
will be empowered, fewer rebels will appear, and it will give
Castile early ‘Restoration of Union’ Casus Belli on Aragon and
Navarra, as it means the supremacy of the same line of the
Trastámara dynasty over all the three countries. But, on top of
that, the event ‘Isabella of Castile’ won’t be triggered if you
decide to back the Infantes in their fight against the king, thus
making it more difficult to have ‘The Iberian Wedding’ event, and
the peaceful unification of Spain. It’s up to the player to decide
which path to follow, with its own trade-offs: Back the king and
face the Nobility early on, or side with the Infantes, and aim for
an early military push to form Spain.
Although the start of Castile will be troublesome, as there
will still be the possibility of the 'Castillian Civil War'
trigger, we wanted to make it rewarding to get out of it in any of
the ways decided, and we also made a minor change in order that
early game is a bit more bearable:
9. Enrique 0.jpg
Enrique IV ‘the 0/0/0’ is nevermore a 0/0/0!
Now let’s move on to see what the new mission tree for Castile
and then Spain looks like:
10. CAS-SPA tree.png
Note: As usual, the design and art of the tree are not
final.
You may have noticed a big change in the redesign, as we
decided to leave the upper half of the tree as the Conquest &
Government part of it, while the lower half will be for Trade &
Colonization. There is a reason for this, which you will see later
on the DD. For now, let’s discuss the most important changes for
the Castile path to Spain.
The right-most part of the tree is designed around a new set
of missions covering the evolution of the Modern State in Spain in
the late 15th and early 16th centuries. The first one is about the
final appeasement of the Castilian Nobility:
11. Reinforce Royal Authority.jpg
12. Reinforce Royal Authority 2.jpg
This leads to ‘Law and Order’, which will give nice flavor
bonuses to the provinces of Valladolid and Granada until the end of
the game, being the seats of the two main courts of justice in the
country, the ‘Reales Chancillerías’:
13. Chancillerías 1.jpg
14. Chancillerías 2.jpg
Related to these, although not connected to them, we have
another set of 3 missions down in the mission tree that is about
the Government of the Spanish Empire:
15. Government.jpg
The first one will trigger the following event after
completion:
16. Spanish Dollar.jpg
The second is directly linked to the construction of the ‘El
Escorial’ monument. Meanwhile, the third one will lead to a new
mechanic we are implementing for Spain, the ‘System of Councils’,
(based upon the historical Polysynodial System) which will be
unlocked by a Government Reform of the same name:
17. System of Councils mission.jpg
18. System of Councils reform.jpg
How is this mechanic working? It will open a new 0-100
progress bar, the ‘Council Consensus’, which will be slowly
refilled depending on your Monthly Average Autonomy and Monthly
Average Liberty Desire of your subjects. Numbers are still WIP, but
our initial design is to make it so that the bar can be filled at
10 years the fastest, while not progressing at all if Monthly
Average Autonomy and Monthly Average Liberty Desire are 100%:
19. System of Councils bar max.png
Note: Ruler ability modifiers are placeholder ones to make the
mechanic appear in the game, there is still some code support
needed to make it fully work with the ‘Monthly Average Autonomy’
and ‘Monthly Average Liberty Desire’ that I’ve mentioned. Also,
take into account that the other numbers are also WIP.
The ‘Council Consensus’ will give an increasing escalating
effect, giving you Monthly Splendor and Administrative Efficiency,
but that’s not its only benefit, as when you reach 100 ‘Council
Consensus’, you may be able of spending that amount in one of the
three Government Actions, tied to each of the monarch powers. After
clicking the button, you will get +1 monarch power of the chosen
type for 10 years, and an event similar to the Estate Agendas will
trigger, upon which you might be able to pick one of the Councils
of that branch to support for 10 years, getting an additional
modifier for that period.
20. system_councils_button_1.png
21. system_councils_button_2.png
22. system_councils_button_3.png
23. system_councils_event_example.png
24. System of Councils UI.png
Note: UI is WIP, but in the last pic you’ve got the current
design of the new buttons, for the ‘Royal Council’, the ‘Council of
State’, and the ‘Council of War’, respectively.
So, coming back to the new mission trees, let’s go to the
leftmost part of it. We have moved there the already existing
missions for the Spanish Armada and Invade England, but we have
added 3 more there, making it the ‘Military Branch’ of the mission
tree:
25. Military missions.png
The first mission, ‘Armies of Iberia’, will unlock the Navy
and Army paths of the branch. But the meaty new content is on the
Land part, to be honest, as we have created a new government reform
for the Spanish Tercios:
26. armies_iberia_mission.png
27. assemble_tercios_mission.png
Which is, obviously, a new type of Land Special Unit!
28. tercios_basic.png
Note: Grey color is provisional.