EU4-DevDiary7thofMarch2023-AllBlue(开发日志:蓝色国家)
(2023-04-22 00:55:03)
标签:
eu4gameparadox游戏 |
分类: EU4 |
Europa Universalis IV - Development Diary 7th of March 2023 -
All Blue
Hello and welcome to another Development Diary! Today we will
be talking about the new, yet undisclosed content for Europa
Universalis IV: Domination, the new expansion that was announced
yesterday!
We are very excited to show you the final features that we
will include. But let's start by addressing some of the countries
that may be on the list of what could be considered Early Modern
Great Powers, the main theme of Domination, and that will not
receive new content in this expansion. First of all, you may have
noticed (and widely requested) new content to be included for two
of the ‘historical winners’ in the Middle East during this time
period, the Gunpowder Empires of Persia and the Mughals, and also
for some other ‘historical losers’ in the area, as the Mamluks. To
be clear, they were left out of this expansion on purpose, since we
have future plans for the Middle East, so you can expect us to
create new content for them in the future. Some of you may have
also wondered why countries like Venice, Netherlands or Austria are
not in this expansion. You’ll see later that some of them have
received some extra flavor in Domination; but, apart from that,
today we want to show some countries that we decided to focus on,
and that received more extra content, which are:
Portugal
Prussia
Korea
On top of that, we will also be talking about the following
new content:
Naval Special Units
Government Reforms
Estate Privileges
With that being said, let’s start with a country that I
promised a couple of weeks ago would receive new content -
Portugal! Or do we call it now Bluetugal? Anyway, we have reworked
some of the older features of the country a bit. First, there was a
redesign of its mission tree. Let’s take a look at its new
shape:
Portugal 1.png
We reorganized it for better consistency. On the upper part,
all the missions related to Exploration and Colonization. We
reworked some of their rewards, improved the flow of some of them,
and added a few more as well, after reading your feedback in the
forums over the past couple of weeks:
Portugal 2.jpg
Portugal 3.jpg
Portugal 4.jpg
‘Sails of Exploration’ and ‘Charter the Seas’ add some flavor
to the early Explorations made by Portugal.
Portugal 5.jpg
Portugal 6.jpg
Portugal 7.jpg
‘Clash with the Ottomans’ adds a mid to late game objective
regarding the Portuguese push for Hegemony in the Indian Ocean,
also adding an extra buff to the Portuguese Marines.
Portugal 8.jpg
Portugal 9.jpg
Portugal 10.jpg
‘Reform the Navy’ unlocks Caravels and Galleons special ships
for Portugal, while ‘Lusitanian Empire’ makes for a more
interesting reward if completing the lower half content of the
Portuguese mission tree.
Apart from that, we also have created two unique Government
Reforms for Portugal. The first one is a Tier 1 reform (meaning
that Portugal will start with it):
Portugal 11.jpg
While the second one is a Tier 5 unique Military reform, which
opens a new decision on top of the reform modifier:
Portugal 12.jpg
Portugal 13.png
To complete the rebalance of Portugal, we also took into
account your suggestions for the Order of Avis, and changed their
sailors for a more defensive approach for them:
14 Portugal 14.jpg
And we also added a couple of Salt resources in
Portugal:
15 Portugal 15.jpg
Now, let’s move to the Prussia rework, which is presented by
@PDX Big Boss !
Hey everyone, Prussia has long been a great and fun nation to
play as, in Single and (especially) Multiplayer. As we revamp the
content of the Great Powers in Domination, I saw it fit to revisit
Prussia to some degree and give them a touch-up to accompany the
upcoming Expansion. The idea behind this content is that
Brandenburg feels like it’s surrounded by very powerful neighbors
and rarely is allowed to grow and evolve into Prussia. This is
especially true in Multiplayer scenarios, where the Polish,
Scandinavian and Austrian players end up bullying little
Brandenburg out of key provinces, such as the areas of Eastern and
Western Prussia or Silesia etc. Alongside the new Prussian Blue
color, I worked through nearly every single mission, providing new
requirements and rewards, estate privileges, mechanics and more!
Let’s take a look at some of the highlights:
15.5 Blue Prussia.png
Starting off, Reclaim Neumark will offer a new dynamic reward
as shown below:
16. Reclaim Neumark Mission.png
Depending on your relationship with the Holy Roman
Emperorship, conquering provinces outside of the Empire’s domain
will yield a different bonus!
The mission ‘Ansbach Succession’ is now tied to a unique new
“Timed Reward” challenge. Should you accept the union with Ansbach
in the ‘Franconian Hohenzollerns’ event, you will trigger the
mission’s timed challenge, starting the countdown. You will have 5
years at your disposal to reunite the Franconian lands, enjoying a
powerful new reward if you are victorious:
17. Franconian Conquest Timed Reward.png
However, as the reward is very powerful, failure will also set
you back a good deal as your lands in Franconia will declare
independence and in return worsen your relations with your
neighbors.
Disaster in Franconia.png
This is an experimental feature due to the fact that I feel
like it's a good bit of a challenge for those who wish it. Please
keep in mind you can circumvent this feature should you feel like
you don’t wanna deal with it!
The mission ‘The Balance of Power’ will empower the
Brandenburg Gate Great Project (for owners of Leviathan) with the
following reward:
Balance of Power Mission.png
‘Conquer Greater Poland’ will grant the following reward
should you complete it with 200 Development in the Polish region,
granting you access to a very powerful Age Ability, as the de facto
ruler of the Polish domain:
Conquer Greater Poland Mission.png
To be clear, you won’t need to complete the mission DURING the
Age of Reformation!
Lastly, as far as Brandenburg-accessible content is concerned,
a small pet-peeve of mine has always been the canals. They always
felt somewhat underutilized and I would love to see them being
built more often as they can provide a strategic advantage and a
dynamic change to wars, especially in Multiplayer. To (at least
partially) address that, the mission ‘Construct the Kiel Canal’ has
had its requirements and rewards changed, to spawn the Canal upon
completion:
Construct the Kiel Canal.png
Note: An idea I had during development would be to have the
ability of closing and opening the canal, either in general or
towards foes but alas, it was not meant to be. More on Great
Projects at a later DD.
Moving on to Prussia, they will gain access to some new
missions as per the Emperor DLC dictates. What is important to note
here however is that Militarization as we know it , as far as
Prussia is concerned, has changed.
Prussia now starts with a new version of it, called Early
Prussian Militarization:
Militarization 1.png
A few easily-digestible points here:
The first level of Militarization is weaker than the 1.34
equivalent.
Only Prussia will have access to this, everyone else that uses
Militarization will keep the 1.34 iteration.
I would like to reinstate the decay of Militarization so it’s
not a button you press 10 times and then forget about for the rest
of the campaign, that is not very engaging. The idea is that you
should always weigh your Mil power and think “Do I want to get a
temporary boost, cap my Militarization or boost it ?” especially
during wars and crucial battles.
Prussia does not need a special unit per-se. The entire army
should be bolstered by this mechanic instead, not a few select
parts of it. The army IS the special unit.
And how will this mechanic evolve as the game goes on? By
completing these 2 missions:
23 Army Reforms and An Army with a State.png
Each will upgrade the mechanic, not only by unlocking more
powerful bonuses but also adding new interactions as we will
observe further down.
23 Army Reforms.png
25 Militarization 2.png
So the second level is essentially similar to 1.34
Militarization. The only difference here should be the decay,
notice how the jump from the first to the second level also
increased the decay of it.
Which leaves us with the final level of Militarization. If you
are an enemy of Prussia, I would highly advise you to NOT let them
reach this stage:
26 Prussia Mil.png
Note: these icons are a WIP!
Scharnhorst Manuevers Button.png
Reform the Military Manual Button.png
At this point I should note that these numbers are very much a
WIP and I welcome all feedback, I love Prussia and I want this
evolution of the Militarization mechanic to be as interesting and
usable as possible. So as far as this new mechanic goes, feel free
to chime in regarding stuff like the bonuses themselves, how much
they should cost, the decay of each level etc.
Before we move on to another topic, I would like to thank
Stiopa for providing me with a few new flavor events, which I plan
on adding as part of the base game! And now, @Ogele is going to
show you the new content for Korea!
Heya!
While my two colleagues cover two “minor” great powers of
Europe, I figured it would be nice to expand Korea a little bit
with Domination as all of its neighbors were given extensive
overhauls. Generally speaking, I have always been more or less
happy with its mission tree, though some of its mission rewards and
requirements are in need of a revisit which will happen over the
next few days.
With that being said, I still felt like Korea deserves
something to make it stand out amongst the hordes of the North, the
Empire to its west and Samurai to the east. As such it was only
fitting that they receive their own unique Tier 1 reform:
korea_reform.png
korean_focuses.png
Its starting privilege - the “Inward Perfectionism” - has been
turned into a three-button government ability for Korea, where they
can set their path of how they interact with the world. As the
community seems to dislike the idea that Korea expands, the AI will
always choose Inward Focus and is prohibited from declaring any
wars while they have the Inward Focus.
However, due to the nature of EU4, having only the Inward
Focus is not necessarily a lot of fun for many players. As such,
Korea also has access to the Outward Focus - one which focuses on
interacting but not fighting with outside nations - and an
Expansion Focus - the epitome of the EU4 gameplay loop. You can
select a new focus every 20 years or when you get a new
ruler.
Additionally to this, Korea’s ideas have been revisited. It
was promised in 1.33 that they would get an update and it finally
has happened:
Code:
KOR_ideas = {
}
Two things to be mentioned here: the Hangul Alphabet is a big
part of Korean history and technology, and while it has been
removed from the ideas, it has not been removed from Korea
itself.
31 alphabet.png
Note: there is also a revoke decision if you want to get rid
of the increased unrest.
The Hopae System itself has become a decision too:
32 hopae.png
The Korean ideas also unlock a new special naval unit for
Korea: the Geobukseon Galley:
33 geobukseon.png
The amount of Geobukseon you can construct scales with Navy
Tradition. At 100 Navy Tradition, 50% of your Naval Force Limit can
be made of Geobukseon ships.
Some other small additions for Korea are the additions of the
Tripitaka Koreana and the Righteous Army military reform. Starting
with the former, the Tripitaka Koreana is a permanent province
modifier which is quite similar to the Emerald Buddha in Chiang
Mai. Located in Jinju, the modifier has the following
effects:
34 tripitaka_koreana.png
Note: Not shown is the Karma decay for Buddhistic
nations.
It is possible for another country of the Eastern Religion
Group to steal Tripitaka if the province gets occupied by outside
forces:
tripitaka_stolen.png
In order to counteract this, the owner of the Tripitaka
Koreana has two decisions which reinforce the defense of this
collection.
36 tripitaka_defense.png
37 tripitaka_evacuation.png
Note: the latter decision is only available in a defensive
war.
Finally let us tackle the unique military reform of Korea: the
Righteous Army. Once just a mission in their mission tree, it is
now a government reform in the fifth tier (which I will go into
detail later) with the following effects:
38 righteous_army.png
Once selected, you will have access to the following decision
when you are in a defensive war OR 10 provinces of your culture
have been occupied:
righteous_army_decision.png
The Righteous Army is an emergency mercenary unit with only
10% of its cost and can be recruited like any free company can
be:
40 righteous_army_merc.png
Note: I am aware that the Righteous Army is basically a force
of peasants which defend their homeland from invaders. I excluded
them from the Army Professionalism cost as it would be a bit
awkward from a gameplay perspective to be punished for recruiting a
special mercenary company with such a niche.
Once peace has returned you get the following event:
41 righteous_army_peace.png
That is it for Korea for the time being. I want to express my
gratitude towards Estaloy who helped me a lot with giving good
ideas for Korea and as well as giving inspiration for many other
aspects for 1.35. I wouldn't have gotten so far without her
support.
Unlike other nations, Korea is one of the states which I
personally would like to expand with every patch a little bit as
there are still a few things to cover such as highly factionalized
infighting. However, time is of the essence, and as such we have to
move on now to another topic.
Korea, England, Portugal and Castile are not the only
countries that have gained access to new special naval units, the
new feature that we are implementing in Domination.
Countries of the Venetian or the Ligurian cultures have access
to the following Tier 5 government reform:
42 merchant_arsenal.png
43 galleass.png
Galleasses are similar to Geobukseon as the amount of
available galleasses scales with your navy tradition. However, you
can only construct them in provinces that have either a dock,
drydock, shipyard or grand shipyard.
The other special naval unit went to the Dutch and Flemish
countries which have one of the three Dutch governments (more about
them later).
44 VOC.png
The VOC Indiamen is even for special units extraordinary as it
is the only non-transport ship that can actually transport land
units. Combined with their ability to protect trade and their
additional cannons, the VOC Indiamen are a master of utility.
However, you only have 20% of your naval force limit available for
you. Any additional force limit available for VOC is increased by
your Trade Efficiency. At 100% Trade Efficiency you would be able
to recruit 25% more of your total naval force limit as VOC
Indiamen.
Now, let’s move to the new Government Reforms and Estate
Privileges that we created!
A big part of 1.34’s success was the introduction of many new
government reforms which expanded the choices a player could make
during their campaign. 1.35 and Domination will continue this trend
with the addition of a new government tier and more tier 1 reforms
all across the world.
Let’s get started with the new tier!
45 new_tier_5.png
46 tier_5_reforms.png
Note: These reforms and the tier are part of the 1.35 free
update. It is a shared tier between Monarchies, Republics,
Theocracies and Tribal governments.
You might have noticed that none of these reforms give “hard”
land military modifiers. The general idea was that the generic
military reforms should be somewhat of a utility reform for your
army. Depending on the situation you might want to pick a different
reform.
The three exceptions to these are the mercenary as well as the
naval reforms. The former gives mercenary discipline in order to
encourage active usage of mercenary units for combat (this is
especially directed at players like me who love to park their merc
units on a fort and forget about them until a siege is over) while
the latter is more for the role play aspect.
With that being said, Domination itself brings additional
reforms for the 5th tier. These reforms, however, are locked behind
specific culture groups in order to give variety to the world. Here
are are some examples:
47 specific_reforms.png
Note: As usual, neither numbers nor modifiers are
final.
Some reforms enable certain mechanics unique to the government
reform. For example, completing the mercenary ideas unlocks the
following government reform:
48 elite_mercs.png
49 meme_build.png
Note: The actual price is 0.1 Years of Income.
Now that we have covered the tier 5 reforms, let us return to
Tier 1. While the addition of many additional reforms was highly
praised, we still were feeling that a bit more variety is missing.
As Domination is already a DLC focusing on a global scope, it was
only fitting that we introduce new Tier 1 reforms in order to make
regions have something to look forward to with the upcoming update
and DLC:
50 starting_tier_1.png
A few other new Tier 1 get unlocked as you play through your
campaign and form other countries:
51 formables_tier_1.png
Additionally, Domination will unlock some “over-the-top”
government reforms for achieving a difficult-ish feat:
special_formables_tier_1.png
Last but not least, Domination enables two new generic Tier 1
reforms for Monarchies and Republics:
52 elective.png
Whenever a new ruler ascends the throne you get the following
event pop-up:
53 election_event.png
You always have the option to choose one from your nobility to
become the new ruler. Additionally, if you border a country that is
not independent, has the Nobility (or its Indian equivalent)
estates, is a monarchy, is not at war with you and is not in a
regency then you get the choice to elect one of the said country’s
relatives to your new ruler. However, this specific ruler is the
only one whose stats you cannot see before.
The event will always pick the most developed country as the
origin of this foreign noble. Of course I want to point out that
this is subject to changes.
The other reform is one for the Republics:
54 civic.png
Unlike other Republics, this reform tries to mix things up by
introducing max terms for a ruler to rule.
55 max_terms.png
Of course this stands to the antithesis of the optimal play of
Republics where you want to re-elect the same guy over and over
again. Because of that, this reform aims for making modifiers which
increase the length of terms and more stats for random candidates
more attractive by giving new rulers a new lifetime long modifier
which makes choosing a new candidate:
56 candidate_bonus.png
There are in total 15 modifiers, 5 for each category
(ADM/DIP/MIL). Here is the list of possible modifiers to get from
your ruler:
Code:
civic_republicanism_focus_government = {
}
civic_republicanism_focus_expansion = {
}
civic_republicanism_focus_technology = {
}
civic_republicanism_focus_stability = {
}
civic_republicanism_focus_religion = {
}
civic_republicanism_focus_diplomacy = {
}
civic_republicanism_focus_court = {
}
civic_republicanism_focus_trade = {
}
civic_republicanism_focus_subjects = {
}
civic_republicanism_focus_development = {
}
civic_republicanism_focus_defensive = {
}
civic_republicanism_focus_sieges = {
}
civic_republicanism_focus_leaders = {
}
civic_republicanism_focus_quality = {
}
civic_republicanism_focus_naval = {
}
These were the government reforms, but I am not done yet.
Domination also unlocks up to 60 new Estate Privileges, distributed
amongst all the estates (Janissaries and Eunuchs not counted in).
It would be a bit too much if I go into detail for every privilege,
so instead I will showcase a set of privileges which can be
expected for the major estates (Clergy, Burghers and Nobles) and
then a few highlights for the more niche estates.
no_crownland_loss_from_deving.png
Every estate gains one privilege which allows you to develop
your provinces without the affected estate to lose crown land.
While this seems like a drawback for a few estates, for others like
the Nobility which has access to Increased Levies or the Rajputs
whose access to their special units is tied to the crown land they
have it will be a powerful tool.
58 influence_scaling.png
Most estates will also gain access to a privilege whose
modifiers directly scale with the influence said estate has.
59 loyalty_scaling.png
Finally, there is a privilege whose modifiers directly scale
with the loyalty of your estate. So an estate with 100% Loyalty
would give the full modifiers.
Now, you might have noticed that the last privilege has an
“Estate Decision” or, synonymously called “Estate Action”. For
those who did not play EUIV before 1.30: the estates used to have
interactions that you can press in order to get a one-time effect
from the estate. Some might even remember the old golden rule of
giving the estates 80% influence and then demanding their support
every 20 years for 200 Monarch Power.
Well, this has now returned in form of decisions that are
unlocked by the estates:
estate_decisions.png
While other interactions have been reworked into an effect
that interacts with your estate agendas.
61 minister_decision.png
While other interactions have been reworked into an effect
which interacts with your estate agendas.
62 agenda_completer.png
Finally a few estate privileges from the less prevalent
estates:
63 cossacks.png
64 hordes.png
And that’s all for today! Here @Pavía again! We hope you enjoy
all this new content we have created for Europa Universalis IV:
Domination. But on top of that, next week we will be talking about
more new content we have created… In this case, free content! We
are adding a fair amount of content to the previous DLCs and the
base game as we wanted to give the gameplay even more depth and
continue to expand some of the features that are included in them,
and also as a reward for the large player base that continues to
support Europa Universalis IV after almost 10 years of development.
See you next week!