EU4-DevDiary14thofMarch2023-GovernmentMechanics+FreeContent(开发日志:政府机制)
(2023-04-22 10:39:47)
标签:
eu4gameparadox游戏 |
分类: EU4 |
Good afternoon and welcome to another Developer Diary! This
week we will be taking a closer look at various types of new
content added to the game, starting with a review of the new
Government mechanics that will come with Domination, and the
additions we made to previous DLCs as well as to the base
game.
Before we begin, let’s take a moment to address the concern
around power creeping in 1.35 that has been discussed by the
community in the past weeks. The content we showcase in Developer
Diaries is usually in a rough form, not just from the perspective
of numbers but also even from that bonuses. QA and Beta testing,
along with your feedback, shape and changes the content vastly over
the coming weeks. As a result, more often than not the content of
the Dev Diaries does not reflect the final iteration. We take great
pride in combing through and interacting with many of the comments
under the Developer Diaries. We wanted to take this opportunity and
note that in the cases of the Ottomans, France, Japan, and every
other Great Power we have previously showcased, we have taken great
steps towards rebalancing, snipping bonuses, nerfing, and even
out-right changing modifiers completely. This is at least in part
attributed to your stellar feedback, which helps guide us as we
move through the development process. Having said that, thank you
for taking the time to comment and contribute, even if we’re not
always ready to answer as much as we’d like, but we genuinely
appreciate it and try to take it into account as much as possible.
Now that’s out of the way, let’s move on to today’s content!
Let’s start with an updated review of all the new Government
Mechanics available with Domination. You may notice that they are
using a similar box, which will now be part of the Government
window (Note: the Purple box does not appear for countries who do
not have mechanics). This has been done to make the expansion and
maintenance of special Government mechanics easier, but also it
will increase its modding possibilities (something we will talk
about more in-depth next week):
image.png
New look of the Government window. When having more than one
mechanic at your disposal, a lateral scrollbar inside the window
will allow you to check them.
So, let’s showcase them:
Ottoman Decadence
Decadence.png
Ottoman Devshirme
Devshirme.png
Russian Table of Ranks
Table of Ranks.png
Russian Rule
Russian Rule.png
Spanish System of Councils
System of Councils.png
Japanese Land of the Christian Sun
Land of the Christian Sun.png
The New Prussian Militarization
Prussian Militarization.png
Following up on your feedback for Prussian Militarization, I
went ahead and tweaked it a fair bit:
Removed Land Forcelimit and replaced it with Land Maintenance
Modifier
Decay halved in tier 2 and 3
Added a decay countermeasure to slow down the loss of
militarization
Militarization Interactions now cost 20 Militarization instead
of 50
Mercenary Militarization
Mercenary Militarization.png
Note; This reform will NOT stack with other types of
militarization!
Korean Perfectionism
Perfectionism.png
Parliament vs Monarchy (which is used by the English
Parliament)
Parliament vs Monarchy.png
And the Shogunate, which although not part of Domination,
received a bit of a re-balance:
Shogunate Starter.png
Forcibly Expel Ronin
-1 Global Unrest for 10 years
50 Admin Power
-5% Liberty Desire in Subjects for 10 years
Sankin Kotai
+3 Diplomatic Reputation for 10 years
50 Dip Power
+0.25 Monthly Autonomy Change in Subjects for 10 years
Sword Hunt
-15% Regiments Cost
50 Mil Power
-10% Manpower Recovery Speed in Subjects for 10 years
Starting off with non-Domination-related, let’s start with the
Base Game. A while back we released a Developer Diary around the
addition of new Idea Groups as well as the re-balancing of existing
ones (this is also a great way to showcase the impact of your
feedback by comparing the old iteration with the new one!). Since
then, a lot has changed based on a multitude of factors. Here are
the current iterations of the 3 new Idea Groups:
Infrastructure Ideas:
Infrastructure Ideas.png
Note; Do not be alarmed by the Expand Administration Cost,
granting it does not mean it’ll be free forever, read more
HERE
Court Ideas:
Court Ideas.png
Note; the idea “Respected Authority” also carries a unique
mechanic that reduces Absolutism loss from every Estate Privilege
by -20% (which effectively translates to +1 or +2 Absolutism per
Estate Privilege in most cases!)
Mercenary Ideas:
Mercenary Ideas.png
Note; We decided to remove the ability to split Mercs because
it led to the impossible situation of splitting them, then mixing
their 1k stacks in the same province without being able to
consolidate them between each other and then not being able to
re-merge them properly. However, the modifier itself is still in
the script so perhaps modders can find uses for it! But a warning
ahead: it can cause some out of syncs, so use it with
caution.
Now that the new idea sets are showcased, let’s take a look at
some highlighted changes:
Religious Ideas:
Church Attendance Duty now grants +10% Manpower in True Faith
Provinces
Economic Ideas:
Economic Ideas.png
Administrative Ideas:
Moved the Core Creation Cost to slot 3
Governing Capacity Bonus nerfed to 20% (used to be 25%)
Expansion & Exploration Ideas:
Changed the Idea Factories to - > -10% Trade Company
Investment Cost & -10% Trade Company Governing Cost. It is now
in the 5th slot of Exploration Ideas. Expansion now gets the
Viceroys idea, which used to be in Exploration (We have also
tweaked Global Tariffs, hopefully they will be a bit more
worthwhile now!)
Additional Diplomats now grants +1 Diplomat and -5% Liberty
Desire of Subjects in Other Continents
The goal of these changes is to turn Expansion into the
“Americas” colonization idea whereas Exploration should now be more
useful for general exploring and going into and beyond
Africa!
Humanist Ideas:
Humanist Ideas.png
Note; In the interest of time, we won’t showcase every change
and instead focus on bigger and more impactful additions!
Espionage Ideas:
Espionage Ideas.png
Note; spy_actions_cost_modifier is new and applies to all
Espionage-related actions and notice can_claim_states is now a
modifier as well! There is always a cost/benefit relationship
between picking idea groups, hopefully Espionage will be more
competitive now!
Aristocratic Ideas:
Aristocratic Ideas.png
Note; the biggest change here is breaking down the strong
cavalry idea and adding the cost to fabricate claims / reduction as
well as unjustified demands
Defensive Ideas:
Defensive Ideas.png
Note; Defensive Ideas have received a revamp in their policies
as well! Now many of them focus on more worthwhile aspects of the
game!
Quantity Ideas:
For this group, we have elected to increase the Manpower and
Forcelimit a bit, to 33% each. It’s an experimental change and we
would love to hear your thoughts on it!
Let’s briefly look into some policy changes:
Defensive Policies:
Defensive Policies.png
And one final look at the current version of the new Idea
Group Policies (not much changed, for posterity’s sake)
Mercenary Policies:
Mercenary Policies.png
Court Ideas:
Court Policies.png
Infrastructure Policies:
Infrastructure Policies.png
I should also note, that the AI is now far more proficient at
not only picking but also combining Idea Groups based on a
multitude of factors such as:
How militaristic their National Ideas are
What is their current mana generation of ruler, heir, etc. (as
in, can they support the idea group AND not fall behind in the same
type of tech?)
How threatened they are by neighbors and how they stack up
against them
How defensible their terrain might be
What other idea groups they have picked (for better Policy
combos)
While on the topic, let’s take a look at some of the events
associated with the new idea groups!
Infrastructure Ideas:
Infrastructure Event.png
Court Ideas:
Court Event.png
Mercenary Ideas:
Mercenary Event.png
Note; Each Idea Group will come packing 10 new events, equally
split between positive and negative!
Another impactful change in this line we decided to go forward
with, is turning the "Slacken Recruitment Standards" into a
'toggle' button. Instead of magically making 20,000 dudes appear
out of thin air, your conscription centers now lower their
standards in order to fundamentally increase your Manpower Recovery
Speed:
Slacken Button.png
Since we are catching up on previously shown content, let’s
take another look at the Artillery Units, here you have them with
proper names, and their final pips:
New Cannon Units.png
Another interesting addition to the base game is the
introduction of the Tier 5 Military Government reforms, which we
talked about the past week. The vast majority of these (barring
some tag-specific ones) will be free:
Military Reform Tier.png
Note; Given the scope of the reforms, spanning nearly the
entire globe, you won’t see them all by picking just 1 country.
This is what Switzerland sees, as an example!
With 1.35 we introduce some new privileges for free, which add
some estate-specific mechanics to estates that were lacking
them:
crownlandprivileges.png
Note; Of course there are the Indian equivalents of these
privileges too.
Moving on, we have a good deal of new traits related to
generals, admirals and even rulers, all of which will be part of
the base game:
New General Personalities
Cuirassier Leader: +10% Cavalry Combat Ability
Cruel Tactician: +10% Morale Damage
Frontline Holder: -10% Morale Damage Received
Strict Drillmaster: +2.5% Discipline and -50% Drill
Decay
New Admiral Personalities
Naval Strategist: +10% Disengagement Chance
Inspirational Captain: +5% Naval Morale and +10% Navy Morale
Recovery Speed
Naval Cannoneer: +10% Number of Cannons Modifier
Wooden Waller: +10% Hull Size Modifier
Cunning Navigator: +1 Fleet Movement Speed
New Ruler Personality
Peasant Revolt Leader: +10% Morale Damage and -1 Global Unrest
(available to Peasant Republics)
Patron of Arts: -5% Technology Cost and -5% Idea Cost
Now let’s move to the content that we are adding to previous
DLCs!
For owners of Leviathan, we have added 7 new Great Projects
(all shown at their Tier 3):
Aljaferia Palace, in Saragossa.
Aljaferia Palace.png
Note; Spelling of the province is correct, Aragon now starts
with Catalan as its primary culture.
Divrigi Hospital & Mosque in Divrigi.
Divrigi Mosque & Hospital.png
Edinburgh Castle in Lothian.
Edinburgh Castle.png
Grand Canals in the South Jiangsu area:
Grand Canals.png
The Imperial City of Kyoto.
Imperial City of Kyoto.png
The Palace of the Popes in Avignon.
Palace of the Popes.png
St. Basil’s Cathedral in Moscow
St. Basil's Cathedral.png
Taking your feedback into account, we decided to dedicate some
of our artist time into reworking the visual for the Walls of
Benin, to better reflect how they looked like in real life:
Walls of Benin.png
Note; I left the gfx of the old Benin Walls in the files with
a different name, just in case we (or the modders) use it in a more
appropriate place!
For owners of Golden Century, as pointed out in a previous
Developer Diary, we added new Holy Orders:
Holy Orders.png
Note; We see that 2 of the Holy Orders shown here have similar
bonuses (Local Defensiveness) and we will get it fixed asap!
For owners of Rule Britannia we went on to add or re-balance
the following new Naval Doctrines:
Venetian Arsenal (re-balanced):
Number of Cannons Modifier: +10%
Sailors Maintenance Modifier: -10%
Korean Panokseon:
Ship Durability: +5%
Morale Hit from Sunken Ship: -25%
Japanese Atakebune:
Heavy Ship Combat Ability: +5%
Naval Morale: +5%
Hanseatic Trade Fleet:
Global Ship Trade Power: +25%
Naval Tradition from Protecting Trade: +100%
Ottoman Great Navy:
Global Ship Cost: -10%
Naval Forcelimit Modifier: +20%
Maghrebi Corsairs:
Privateer Efficiency: +25%
May Perform Slave Raid
Available Province Loot: +50%
Letter of Marque:
Disengagement Chance: +10%
Movement Speed in Fleet: +1
Chance to Capture Ships: +20%
Novgorodian Ushkuiniks:
Allowed Marine Fraction: +15%
Sailor Maintenance Modifier: -10%
Dvoryane Admiralty:
Naval Tradition: +1
Naval Leader Shock: +1
Malayan Seafaring:
Disembark Speed: +50%
Naval Attrition: -25%
Naval Transport Attrition: -50%
Junk Fleet:
Light Ship Cost: -50%
Naval Forcelimit Modifier: +25%
Chinese Treasure Fleet:
Trade Range: +25%
Colonial Range: +25%
Treasure Fleet Income: +25%
Maratha Naval Bombards:
Naval Barrage Cost: -25%
Blockade Impact on Siege: +1
Blockade Efficiency: +25%
Polynesian Navigation Seas:
May Recruit Explorers
Colonial Range: +50%
Naval Tactica: (for Byzantium)
Disengagement Chance: +15%
Galley Combat Ability: +20%
Basque Marines:
May Recruit Explorers
Landing Penalty: -1
Furthermore, we have also reworked the UI for the Emperor of
China that comes with Mandate of Heaven, as to accommodate the new
Decrees and Reforms that were added (and which we showed a couple
of months ago), and to improve the user experience associated with
it:
Emperor of China UI.png
Reminder; For Mandate of Heaven owners the Emperor of China
now has over 10 New Reforms and Decrees. Reforms can largely now be
completed in any order but many of them have certain requirements
(have X idea group completed as an example)
Lastly, we tweaked the Reformed religion a fair bit, in order
to add a lot more versatility, as we did previously with
Protestantism! Now, Aspects are activated and deactivated as toggle
buttons. Each toggled aspect will drain -8 Monthly Fervor. In most
of our tests, players can attain a level of monthly fervor in which
they can maintain at least 1 aspect at all times. Moreover, we
added a new aspect: Diplomacy while stacking your Fervor higher
gives its own different benefits!
Reformed Religion.png
Note; Numbers are not final, we’re openincorporatingrate
feedback on them.
And now, to finish, a couple of additional cosmetic changes to
the Base Game:
For those of you who love painting the map when it comes to
forming Japan, I added the ability to adopt your Daimyo Color upon
forming Japan, based on a selection of the top 15 most popular
Daimyos. Here's how it would look for a handful of them:
Shimazu Japan
Purple Japan.png
Oda Japan
Red Japan.png
Takeda Japan
Orange Japan.png
So Japan
Pink Japan.png
While these colors certainly look fresh, some may not like the
color change and wish to play with the original Japanese color. For
this purpose, I added a new decision available for 10 years that
will revert your color to the original Japanese one:
Restore our Color.png
Note; I added a similar decision for name-changes for peeps
who want their original name!
To make a note on a previously discussed topic, we asked you
guys for feedback on the various choices regarding the English and
Angevin flags:
English Flag:
English Flag - Base.png
Angevin Flag:
English Flag.png
Note; the flag looks a bit off-putting on the edges due to the
zooming/stretching for the purposes of the Dev Diary!
And that’s all for this week! We hope that you like the
changes and additions that we have made to the game, as we’ve put a
lot of effort into adding more depth to it for 1.35, in parallel
with the development of Domination. In that regard, the changelog
will again be massive, with hundreds of issues fixed and
tweaked.
Next week @Ogele will talk about the new Usermodding features
that we’re also introducing in the next update, so make sure you
read it if you’re interested in the wonderful mods available for
EUIV, as they will probably come with a bunch of novelty in the
following months!