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Developer Diary - 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:



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:

‘Sails of Exploration’ and ‘Charter the Seas’ add some flavor to the early Explorations made by Portugal.

‘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.

‘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):



While the second one is a Tier 5 unique Military reform, which opens a new decision on top of the reform modifier:



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:



And we also added a couple of Salt resources in Portugal:



Now, let’s move to the Prussia rework, which is presented by PDX Big Boss!

[h2]Prussia[/h2]

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:



Starting off, Reclaim Neumark will offer a new dynamic reward as shown below:

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:



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.

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:



‘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:

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:

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:



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:



Each will upgrade the mechanic, not only by unlocking more powerful bonuses but also adding new interactions as we will observe further down.



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:

Note: these icons are a WIP!



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!

[h2]Korea[/h2]

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:



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:

KOR_ideas = {
start = {
build_cost = -0.1
land_morale = 0.1
}
bonus = {
infantry_power = 0.1
}
trigger = {
tag = KOR
}
free = yes
kor_uijeongbu = {
advisor_cost = -0.1
all_estate_loyalty_equilibrium = 0.05
}
metal_movable_type = {
adm_tech_cost_modifier = -0.05
innovativeness_gain = 0.5
}
choi_mu_seon_gunpower_engines = {
fire_damage = 0.1
}
korean_artisanery = {
prestige = 1
development_cost = -0.05
}
hyanyak_system = {
production_efficiency = 0.10
}
geobukseon = {
ship_durability = 0.1
naval_morale = 0.05
has_geobukseon = yes
}
kyujanggak = {
idea_cost = -0.1
}
}


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.

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:



The Korean ideas also unlock a new special naval unit for Korea: the Geobukseon Galley:



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:

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:



In order to counteract this, the owner of the Tripitaka Koreana has two decisions which reinforce the defense of this collection.

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:



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:



The Righteous Army is an emergency mercenary unit with only 10% of its cost and can be recruited like any free company can be:


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:



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:




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).



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!

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:

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:

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:



A few other new Tier 1 get unlocked as you play through your campaign and form other countries:



Additionally, Domination will unlock some “over-the-top” government reforms for achieving a difficult-ish feat:



Last but not least, Domination enables two new generic Tier 1 reforms for Monarchies and Republics:



Whenever a new ruler ascends the throne you get the following event pop-up:



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:



Unlike other Republics, this reform tries to mix things up by introducing max terms for a ruler to rule.



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:



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:

civic_republicanism_focus_government = {
reform_progress_growth = 0.1
}
civic_republicanism_focus_expansion = {
core_creation = -0.05
}
civic_republicanism_focus_technology = {
idea_cost = -0.05
}
civic_republicanism_focus_stability = {
stability_cost_modifier = -0.1
}
civic_republicanism_focus_religion = {
global_missionary_strength = 0.01
}


civic_republicanism_focus_diplomacy = {
diplomatic_reputation = 1
}
civic_republicanism_focus_court = {
all_estate_influence_modifier = -0.05
}
civic_republicanism_focus_trade = {
trade_efficiency = 0.1
}
civic_republicanism_focus_subjects = {
diplomatic_annexation_cost = -0.05
}
civic_republicanism_focus_development = {
development_cost = -0.05
}


civic_republicanism_focus_defensive = {
defensiveness = 0.2
}
civic_republicanism_focus_sieges = {
siege_ability = 0.1
}
civic_republicanism_focus_leaders = {
leader_land_shock = 1
leader_naval_shock = 1
}
civic_republicanism_focus_quality = {
land_morale = 0.1
}
civic_republicanism_focus_naval = {
naval_morale = 0.1
global_ship_trade_power = 0.1
}


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.



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.



Most estates will also gain access to a privilege whose modifiers directly scale with the influence said estate has.



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:



While other interactions have been reworked into an effect that interacts with your estate agendas.



While other interactions have been reworked into an effect which interacts with your estate agendas.



Finally a few estate privileges from the less prevalent estates:



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!

Paradox announce a blast of new DLCs, including one for Crusader Kings 3


Yesterday’s Paradox Announcement Show saw the reveal of some new games, including the turn-based strategy The Lamplighters League, and a sequel to their hit city builder Cities: Skylines 2. But, with a bucketload of ongoing games, Paradox weren’t content with the newbies, and announced a blast of DLC. Flagship historical grand strategies Crusader Kings 3 and Europa Universalis 4, as well as colony builder Surviving The Aftermath, are all getting expansions.


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Europa Universalis IV: Domination Announced

The story of the early modern world is largely the story of imperial growth and colliding ambitions. England, France and Spain battle for power in a New World to fuel hegemony in the Old World. The established Ottomans are confronted by a new rising power in Russia. In Asia, the old Chinese and Japanese empires fight centuries of inertia in search of centralized authority. Now, in Europa Universalis IV: Domination, you can rediscover the histories of these great powers with updated historical detail.

Domination is a new expansion pack for Paradox Interactive’s classic grand strategy game about the rise and fall of empires from the Renaissance to the Age of Revolutions. In Domination, many of the most popular and powerful nations are getting updated mission trees and other historical details, in an add-on with true global reach and multiple new alternate histories.

Europa Universalis IV: Domination includes new national mission trees and features for:
  • The Ottoman Empire: A revised conquest tree with new rewards for pushing Ottoman dominance, including expansion through the new Eyalet system, and new internal changes, such as the new Janissary estate and the ‘Ottoman Power Struggle’.
  • China: Different mission trees for the Han Ming and invader empires like the Qing. Choose between expansion and Inward Perfection, and counter the power of the Eunuchs to build a more stable empire.
  • Japan: Unite Japan as you deal with the power of the Shogun and the independent Daimyos. Choose to open the country to foreign influence or keep it isolated, while deciding upon different paths of expansion and reform.
  • Russia: Free your country of the Tatar Yoke, and transform it into a Great Empire. Choose the path of Peter’s reforms to modernize the state, so your mission tree as well as your mechanics will change and evolve as the game progresses. Use the power of Cossacks and Streltsy to expand your Empire to East and West.
  • Spain: Expanded mission trees for Castile and Aragon, with different paths to form Spain, a new mechanic available for the new ‘Hispanic Monarchy’ government, and decisions about the Army and Navy to get the mighty Tercios and Spanish Armada.
  • France: Fight the end of the Hundred Years War, centralize France into an absolute monarchy while dealing with the Wars of Religion, expand into Italy and the Holy Roman Empire, and lead the Revolution through an expanded mission tree.
  • Great Britain: Separate paths for either a British Empire or an Angevin Britain, as well as a deeper internal gameplay, with unique features for the English Parliament and changes to the English Civil War disaster.
  • Minor nations: Mission changes, new government mechanics and expanded flavor for Prussia, Portugal and Korea.


[previewyoutube][/previewyoutube]

Domination also includes new art and music alongside a rich menu of new historical detail, adding more flavorful estates, reforms, special units and events to the leading powers.

https://store.steampowered.com/app/2223660/Europa_Universalis_IV_Domination/

Europa Universalis 4 DLC to overhaul some of the most popular nations

The colossal Europa Universalis 4 DLC Domination has been announced, as yet another round of extra content is set to come to the grand strategy game soon. You'll be rediscovering the greatest powers in the game, as developer Paradox expands and improves upon many of the nations to choose from.


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Developer Diary - Monarchy of Great Britain

Greetings! A new week, a new Dev Diary, and this time it is about our final big country of the DLC, England, and its follow-up nation of Great Britain. Similar to Russia, England and Great Britain received their content update with 1.25 which is now almost 5 years old. While the British mission tree was one of the most extensive in its time, it has become quite outdated and was in dire need of receiving an update in order to keep England on the same level as the other great powers which are seeing a liftover with 1.35.

So, let’s get started!

[center]

These are all the missions you have available as England and as Great Britain. These missions are available to everyone who forms GB.[/center]

The mission tree is split into several themes:
- The internal affairs and issues of England, which were the War of the Roses, the English Reformation, and of course the English Civil War
- The classic conquest of the British Isles
- Trade Dominance in Europe
- Colonizing the New World
- The conquest of India
- Internal development

Starting with the classic missions, the British Isles conquest missions are what their name suggests: unifying the British Isles under your banner. The highlight of these missions is the ability to unlock the “Act of Union” which is a unique parliament issue to form Great Britain - more on it later. Also a ,QoL addition has been added to these conquest missions: if you conquer Scotland you can get the following event if Norway did not sell Orkney to Scotland yet.

[center] The AI is very likely to accept as long as they don’t have any negative opinion of you.[/center]

The missions regarding colonizing the New World are also quite self-explanatory. However, these missions do have some unique rewards which make colonization a little bit more interesting. The mission “Found the Royal Navy” grants you +33% Colonial Range and the ability to recruit explorers and conquistadors for 25 years. It also unlocks a parliament issue that gives you the same modifiers once the mission reward runs out.

“Discover the Americas” unlocks another Parliament issue with a rather experimental and unique effect:

[center]

As long this modifier is active and you fully colonize a colony you get the following event:

[/center]

You get a selection of trade goods to choose from. The province will then start producing the selected trade goods. The first option keeps the current trade good if you don’t want to select any new production.

Keep in mind that the trade goods you can choose from have the same requirements as they would normally have when you colonize a province. In other words: you cannot select every province in North America to be a gold province out of nowhere.

Speaking of gold: selecting a certain trade good to be produced has a price that is calculated by the following formula: (1 + ) * 5 * .

In this example, we decide to create our own Fish & Chips monopoly, so we choose fish for every colonized province:

[center]

Some trade goods are inherently more valuable than others. If a trade good has a higher base cost than 2.5 then it will also have an Administrative cost in order to be produced:

Note: The admin cost will be rounded down to 7.[/center]

Again, the formula for this is also rather simple: ( - 2.5) * 25 * .

Now of course I have to address the elephant in the room: Gold. In order to avoid a world where a Great Britain player would put a gold province in every single eligible province of the New World, I decided to give Gold an “estimated value” of 10 Ducats base cost. This is reflected in the price you have to pay for a Gold province in the new world:

[center][/center]

The only limit for how many gold provinces you want in the end is not any hard block but your tolerance for pain in paying for the establishment of another gold province.

Of course there is a decision which toggles this off if you are not interested in micromanaging every single colony you create:

[center][/center]

The missions “Settle in America” and “Colonize the Caribbean” modify your colonial capabilities even further with more unlocked parliament actions:

[center] Note: You have access to a sugar and spice version of this Parliament Action in the mission tree.[/center]

Finally, the mission “Dominate the New World” gives a permanent modifier which also benefits your colonial subjects too.

[center] Note: The Trade Efficiency might look weird considering that you siphon the trade from the New World, but Tariffs in their current iteration are calculated from the production income + trade income. As such, this bonus is an indirect bonus to how much tariff you receive from your colonies.[/center]

Of course a British mission tree would not be complete without a trip to India. The mission “East India Company” gives you an early choice of how you want to manage your territory in India.

[center][/center]

The first option will release a unique subject in the form of the East India Company and it gives all permanent claims you get in India to your subject. The second option lets you keep the claims, but you won’t have access to your new subject, while the third option is for the purpose of role-playing where you can play as the company yourself, which might be an interesting campaign for some people.

The East India Company starts with a unique version of the Merchant Republic:

[center][/center]

And of course it has its own set of ideas:

EIC_ideas = {
start = {
global_prov_trade_power_modifier = 0.2
tolerance_heathen = 3
}

bonus = {
global_trade_power = 0.15
}

trigger = {
tag = EIC
}
free = yes #will be added at load.

eic_governors_general = {
global_unrest = -1
governing_capacity_modifier = 0.1
}
eic_indian_trade = {
global_trade_goods_size_modifier = 0.15
}
eic_chartered_merchants = {
merchants = 1
placed_merchant_power = 10
}
eic_presidency_armies = {
global_manpower_modifier = 0.1
global_sailors_modifier = 0.2
}
eic_intercontinental_trade = {
trade_steering = 0.25
trade_range_modifier = 0.1
}
eic_colonial_monopoly = {
trade_efficiency = 0.1
}
eic_colonial_exploitation = {
trade_company_investment_cost = -0.1
build_cost = -0.1
}
}


This trade company subject has some special properties which aim to make it competitive to the trade companies we already know and love. A trade company behaves in many ways like a colony, which means it is able to declare its own wars, it will pay tariffs to its overlord and you can use the “Modify Subject Relationship” on them (modifications for Self-Governing Colonies are applied here). However, when an external nation attacks your Trade Company you are called into war. There are also some additional subject interactions which are not available to normal colonies such as “Siphon Income” and “Fortify Subject” (in the past it was March, but it has been renamed now).

“Masters of India”, which requires you to own or have a subject own 200 provinces in India, gives an additional bonus to your trade company subject:

[center][/center]

These were the colonial missions. Now we move on to the internal missions.

The missions of the “War of the Roses” path are all about your religious internal affairs. Depending on what is your stance towards the clergy, you unlock one of the two government reforms for the 4th tier:

[center][/center]

The missions “Strengthen the Kingdom” and “Acts of the Parliament” play heavily into the conflict between the monarch and the parliament during the Age of Absolutism, which eventually led to the English Civil War.

Completing both missions give you access to both mutually exclusive government reforms:

[center][/center]

Speaking of, in order to properly represent the struggle between crown and constitution, you will eventually receive the following event as you enter the Age of Absolutism:

[center] Note: Background UI is still work in progress. The Monarchists will start the civil war when it reaches -100, not 100. Not shown in the image: if the value drops below 0 the modifiers change to: +4 Global Unrest, -10 Years of Nationalism, -10% Idea Cost and -1 Yearly Absolutism.[/center]

Resetting Debates, letting debates fail and revoking parliament seats increase your Absolute Power while giving away seats and letting debates win decrease Absolute Power. There are two ways of handling the mechanic altogether: you either juggle with the Absolute Power until the Age of Revolution starts or you try to reach either direction as fast as possible in order to trigger the following event:

[center]

If this event fires then the conditions to fire the English Civil War change to the following:

[/center]

The disaster itself has seen little change per se. Pretender rebels on the parliament side have been replaced with a new, Parliamentarian rebel type which are basically Pretenders, but republican versions of them. The big change for the disaster is the end reward when you go through them.

[center]If you side with the Royalists and end the Civil War without breaking to rebels you get the following reform:



Letting the Parliamentarian win and choosing to become a republic will unlock the following reform:



And finally, if you let the Parliamentarians win, but decide to become a monarchy after Cromwell’s death:

[/center]

If you complete the mission “The Three Kingdom Wars” (which really should have been called “Wars of the Three Kingdoms”, but there was no space for it) by going through the hassle of the English Civil War, you unlock the following reward:

[center][/center]

These parliament issues are unlocked as you also unlock your national ideas. You have up to three issues which negate one of your national ideas in order to introduce a new strength.

[center][/center]

These issues are, however, limited to three national idea groups in total though - they do not cover you if you form a nation which would not be typical in your England run like, let’s say France or Spain.

Of course you can toggle them off with a decision in order to have the space of your parliament issues not be occupied with them anymore, and you can revoke all of the adjustments - though at a heavy cost:

[center] Note: Forming a different country will automatically revoke these modifiers. I am also considering making this cost a lot less severe though in order to promote flexibility. Maybe 75 ADM cost per adjusted idea is more manageable.[/center]

While these were the internal disasters and issues, there is more to the mission tree. The mission “Issue the Royal Warrant” goes more into the economical direction of your country. While the mission itself can be completed rather early, its big reward is more something you will unlock later on as you get the following reform unlocked for tier 8:

[center] Note: Numbers are not final, as usual.[/center]

As it is somewhat of a running theme with 1.35, another mechanic of the old EU4 has returned once again, though this time it is a little bit different. Trade Protectorates are a voluntary relationship between you and the target country, and some AIs might even request to become such a subject in order to be protected from foreign forces. The Trade Protectorate and the overlord are free to annul the treaty, though they have to pay with 1 Stability unless the liberty desire is 100.

Only countries whose capitals are within your trade range are eligible to become your protectorates.

I should also mention that these Protectorates are not Great Britain only as any country which “Confirms Thalassocracy” unlocks the following government reform, which is part of the free update:

[center][/center]

The missions following “A House Divided” (which is more a reference to how the “House of the Parliament” is split into the House of Common and the House of Lords) are more internally related missions. Highlights here are “Expand the Royal Navy” which unlocks the special unit of your country:

[center] Note: The color should be actually green as a reduced Engagement Width means more ships are in combat at the same time.
You have 20% of your Naval Force Limit available for constructing Man of War.
[/center]

The mission “The Royal Marines” makes your marine units to be the “special land unit” of your country as it gives -10% Shock Damage Received and +5% Discipline while “The Redcoats” is a flat +10% Infantry Combat Ability until the end of the game.

Now that was the British Mission Tree. As you have seen, it is relying heavily on colonization and overseas ambitions. But not everyone might enjoy this kind of playstyle. Because of that there is a second path of the mission tree which is unlocked as soon as the Hundred Years’ War goes into its final phase. The mission “The Hundred Years’ War” fires an event which gives you the choice to play England in a new way which focuses a lot more on the continent:

[center]

This will of course update your mission tree accordingly:

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All of the colonial missions are replaced with missions which nudge you into conquering vast territories of Europe. Of course, your first target is France and securing the personal union over it. In order to complete the mission “Shatter French Nobility” you will have to enact a unique Parliament Action which might cause pain in the short run, but ensures France’s loyalty to the English throne:

[center][/center]

I mentioned earlier about the Acts of Union. For players, the Acts of Union will be an actual parliament issue which is available to you when you complete this mission “Unify the Isles” and have reached Administrative Technology 10.

[center] The AI will keep its decision though.[/center]

For the Angevin path we have something similar. The mission “The Angevin Kingdom” unlocks the English-French Acts of Union parliament issue which allows you to form a new tag:

[center]

Note: Historically speaking, it would make more sense to have it as a name change as the “Angevin Empire” was mostly a name for the possessions of the Plantagenet dynasty and not a real political entity per se. For the sake of gameplay, however, I decided to make a new tag for it with unique ideas, colors and, most importantly, the flag.

[/center]

You might have noticed that the Angevin flag is already included in the already used English flag. We are aware that it can feel kinda weird when you form the Angevin Kingdom and your flag, which was previously a combination of the Angevin and the French flag, just returns to being the Angevin one.
Because of that we request your opinion on that matter, and want to know what you guys prefer:
  • Keep the way it is presented here (same flag for England, three lions for the Angevin Kingdom).
  • Give the Angevin Kingdom the current English flag and give England the three lions as starting flag.
  • Give the Angevin Kingdom the current English flag and give England the St. George cross as flag.
  • Other ideas / suggestions.

With that being said, let's take a look at the ideas:

AVE_ideas = {
start = {
global_manpower_modifier = 0.2
improve_relation_modifier = 0.3
}

bonus = {
years_of_nationalism = -5
}

trigger = {
tag = AVE
}
free = yes #will be added at load.

angevin_decentralized_rule = {
core_creation = -0.2
}
english_common_law = {
global_tax_modifier = 0.15
num_of_parliament_issues = 1
}
lessons_of_the_anglo_french_wars = {
discipline = 0.05
}
the_many_thrones = {
heir_chance = 0.5
years_to_integrate_personal_union = -10
}
reformed_angevin_infantry = {
infantry_power = 0.1
}
seneschal_of_france = {
governing_capacity_modifier = 0.15
}
rule_of_the_plantagenet = {
legitimacy = 1
devotion = 1
horde_unity = 1
republican_tradition = 0.3
meritocracy = 1
}
}


Note: England and Great Britain too received a +1 Number of possible Parliament Issues. The Horde Unity and Meritocracy (as well as Devotion / Legitimacy / Republican Tradition) have been added to all ideas which give one of the 5 government measurements in order to promote more variety in campaigns where you can switch your governments without feeling at a disadvantage because of it.

From here on out your path is set to conquer Iberia and Italy, as well as pushing into the Lowlands and the HRE. Each of these regions unlocks a “Crown of ” Parliament issue which lets you decide how to properly deal with your newly conquered territory:

[center] Note: There will be a tooltip saying that you unlock HRE related parliament issues.[/center]

These issues will affect the HRE as a whole and not just your country.

Another highlight would be the ability to adapt the British culture group into the French culture group with the mission “The Angevin Culture”:

[center]

A final highlight would be “Claim the Empire Title” which gives your country a name fitting to your situation.



And if you, somehow, manage to fall from grace…

[/center]

That was it for mission tree content. However, there is still a lot more to talk about. As you might have noticed, the parliament plays a large role in the content. As such, it was only natural to improve the parliament mechanics in general and then to add something special to the parliament of England / GB / Angevin to make it stand out from the other parliaments.

So, let us take a look at the general improvements for the parliaments. First thing first, parliaments have now the ability to reset a debate.

[center][/center]

You can reset a debate only every 20 years and it brings some penalties with it. Still, it can be a nice QoL addition when you accidentally select the wrong debate.

Secondly, parliament bribes will no longer spawn for an issue which would give this resource as an effect when the issue gets passed. Example: the parliament issue “The Draft” which gives manpower scaled to the seats will never have any parliament bribe which requests you to pay with manpower.

Thirdly, the prices of bribes have been revisited and have been tuned down to a manageable number.

Fourthly, parliaments of a size of 40 seats unlock new bribes which have “National” in their name. These bribes are more expensive than their local version, but have the bundled effect to automatically flip all seats with this kind of bribe in favor of the bribe. This way parliaments of big nations with many seats are not as annoying anymore as they were in the past.

[center][/center]

Finally, manually placing a parliament seat no longer reduces absolutism. Getting seats assigned automatically, on the other hand, does cost absolutism.

All of these parliament updates are available if you have Common Sense (the original DLC which unlocks Parliaments) or the new DLC (which unlocks Parliaments too in case you don’t have Common Sense).

Now back to England / GB which have a bit more refined version of their parliament. Most issues they have access to now scale in their effect power with the influence of one of their estates:

[center] Note: I consider to push this all one level up, so that the 100% of the normal effect would be achieved between 20% and 40% already.[/center]

This has not an effect on the modifiers from the issues themselves though, only on the instant effects, so keep this in mind.

Bribes, on the other hand, scale with the loyalty of the estate:

[center][/center]

If an estate is disloyal, the cost of the bribe increases by 100%. However, if the estate is loyal then the bribe gets reduced by 50%. This stacks with the government mechanic of halved parliament issue costs, so it is possible that a single bribe might be as cheap as 1 Monarch Power.

Now with that all being said, let’s end this dev diary with the additional events England / GB / Angevin receives:

[center] Note: This event is the starting point of 8 events in total which depict the different ways of how the English monarchs handled the reformation. Each option leads to different events. The AI always picks the one option which fits their ruler’s religion - even if it is against their country’s religion.

Note: the conditions for this event to happen are similar to the ones for its Reformed equivalent.



And of course, this week's comic:


[/center]

And that was it for this week. Next week Pavía will present content for the minor Great Powers, unique government reforms and additional estate privileges.

Until then I wish you all a nice week!