Dev's Diary
Government
So let's begin with what we talked about last Development Diary. We talked about some core issues that exist in the game right now, specifically Territory Corruption and Trade Companies. Both me and Johan felt over the vacation that we couldn’t take a full month and then not come with something for the next Diary.Instead of trying to fix something broken by putting duct tape over it we decided to just rip out the Max State modifier all together. The idea I’ve been going with was I wanted something that would slow you down and put you where you have to make certain decisions but not feel as strangling as the old system. I want the player to be able to build up his administrative infrastructure as the game progresses.
We’ve also lowered for now the autonomy of Territories to 90% and Trade Companies to 80%. I am looking a bit towards if I can make the Min Autonomy in Territories a bit more of a relevant and interesting feature. What we want is that you have to make decisions on not only where you expand, what you conquer but also how you organize that development you just gobbled up. Do you try and maximize to just have as many territories as possible? Do you want to focus on a set of core states? Do you try and extract as much as possible from the territories available to you? A humongous Great Britain expanding their way into India should have to make some interesting decisions in order to draw out the full benefit.
And since this feature was added last week UX have not fully caught up so the pictures you see here are extremely Work In Process and just me throwing something together.
So even though we’ve added a cost for actually having provinces dedicated to being Trade Companies now. We wanted to address them a bit more. First is that they are an old feature and when Local Autonomy was added as a concept to the game they were not updated to follow suit. What having the penalty of Trade Companies being applied through Local Autonomy means is that you can no longer “counter” the Trade Company penalty that existed before by simply building the base buildings since Local Autonomy is applied as a multiplier after everything meaning you only get 20% the benefit regardless. However Trade Companies still ignore Local Autonomy on Trade Power, the Local Autonomy Cap can be manipulated by the same Autonomy Modifier that Territories have and they still help you with heathen religion problems in those provinces. Together with these changes and the changes in Golden Century for Goods Produced the real economic benefit should start to kick in Mid-to-Late game.
But their pure benefit as land aside we also wanted to address why players would continent jump just to be able to have them. Which we decided to do by making everyone in the game capable of creating Trade Companies regardless of what Continent they happen to be on. Every trade node in the old world is now fitted with a Trade Company. We haven’t changed the trade system in itself but what this means in essence a Qing colonizing Great Britain can move their Trade Capital to the English Channel node, set up trade companies and force feed the Europeans products they don’t need for maximum profit.
The new rules for where you can create Trade Companies are as follows:
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- Province religion must be of a different religious group than the owning nation
- Province must be considered overseas both from nation and any subjects of nation, not including tributaries.
- Province must not be part of the HRE
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Naval Game
You’ve probably already seen our teasers about some new stuff coming that deals with naval. But first I want to talk about a core part about naval that needed some tweaking first and fix some things that were in essence broken. What I am talking about is Naval Combat. For a long time people complained in Multiplayer games that if one side picked Naval Ideas but the other side didn’t it was a foregone conclusion who would win the combat. And of course if you have a better navy you should win but the result of those combats were so skewed that something had to be wrong. So I think I started digging around while we were working on the Golden Century Immersion Pack to figure out what was wrong and try to fix the underlying problem instead of just nerfing Navies to the ground.
The issue you might or might not already know about, I’ve talked quite openly about it, is that ships when they hit 0 morale means that they stop shooting, but they do not retreat from the engagement. This means you’ll have a totally useless heavy ship occupying three slots just soaking up damage to eventually die and do a morale hit on the entire navy. In the end if one side can outperform the other side in Morale damage you will end up in an “equilibrium” where the losing side will just keep having their ships sink. And they’ll do this without doing anything as they are at such a low morale when entering the battle that it instantly hits 0. This is why you would see battles where 50 British Heavies could defeat hundreds if not thousands of ships.
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- Blockades now work more like looting where you in essence siphon off income from the nation
- Blockades and Looting is an actual visible expense for the country being blockades or looted.
- The Waroverview UI now shows the economical impact on each country from blockading or being blockaded instead of a blockade percentage.
- Blockades no longer have the Goods Produced or Trade Power maluses
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- +50% Blockade Force Required
- +100% Hostile Disembark Time
- +100% Blockade Force Required
- +200% Hostile Disembark Time
- +5 Hostile Fleet Attrition
Land Warfare
Even if we’ve focused a lot on the Naval stuff we have also done quite some tweaks to facilitate now that you do not have access to the infinite manpower pool known as Mercenaries anymore. First a little quality of life thing though.
All Special Units are now recruitable through the Macrobuilder. They take time to build and are proper “constructions” with costs. Units such as Streltsy and Cossacks who are spawned through their respective Government Interactions are spawned for free and immediate. With this since this will make Banners act more like normal units, they start at full strength when built.
Next is some new Manufactories available to the player. These use up the same slot as a Manufactory but will not give you the bonus goods produced. These buildings are designed around giving you something interesting to put except always manufactories in almost every single province. These buildings for the game are excellent money sinks that give you something that does not immediate money back which also means that this might mitigate late game run-away economy. These buildings are:
Ramparts and unlocks at Adm Tech 6
+1 Fort Level
+15% Local Defensiveness
Soldiers Households and unlocks at Adm Tech 15
+750 Local Manpower
Double if has Grain, Fish, Livestock or Wine province
Impressment Offices and unlocks at Dip Tech 7
+250 Local Sailors
Double if has Salt, Fish, Naval Supplies or Tropical Wood
Another thing tweaked to help you retain your manpower in long drawn out wars is Army Professionalism and Army Drill. First I need to cover that Drill Decay Modifier has been renamed to Regiment Drill Loss to better explain what it does fully. It prevents all losses of Drill on your regiments including the loss you get from casualties.
Now the Army Professionalism modifier has been modified to include a scaling -50% Regiment Drill Loss when full. This results in that every two soldiers you lose, you only lose Drill worth of one. Drill have had their defensive bonuses increased, to -25% Fire/Shock Damage received at 100% Drill, meaning you will lose a quarter less of your normal troops if you can maintain the professionalism of your army.
Together with Merc changes this should make it important for countries to try and maintain high drill to have their manpower reserve last as long as possible.
Portuguese Ideas
I did mention the new Portuguese National Ideas, so figured I should probably label those out for people.
sunk_ship_morale_hit_recieved = -0.33
disengagement_chance = 0.05
}
afonsine_ordinances = {
global_trade_goods_size_modifier = 0.1
}
case_de_india = {
global_trade_power = 0.1
}
land_before_faith = {
global_colonial_growth = 15
}
the_bandeirantes = {
merchants = 1
}
royal_absolutism = {
build_cost = -0.15
yearly_absolutism = 0.5
}
por_royal_military_academy = {
defensiveness = 0.1
artillery_power = 0.1
Government Reforms
And to end things with we will go through the vast amount of new Government Reforms we’ve added. Some of these might be something we’ve mentioned in a dev diary here and there but this can be seen as a complete list of what we’ve added so far. I’ll first start with @Meka66 overhaul of the Theocratic Reforms.
When government reforms were first introduced in Dharma, Theocracies were sadly a little neglected when it comes to government reforms; having only 5-tiers, equal to the number that Tribal governments get.
However, I have now spent a degree of time fleshing out Theocracy government reforms, adding 3 more tiers and a total of 27 all-new reforms! These reforms will be available both to 1.30 patch and Dharma owners and will make the Theocratic playstyle a little more flexible. There are a number of new and interesting reforms available to Theocratic nations, so I’ll just go through and talk in detail about some of my favourites.
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Monarchies
Austrian Archduchy
-0.33 Liberty Desire from Subject Development
+5% Nobles Influence
Austrian Dual Monarchy
+2 Num Accepted Cultures
-2 Unrest
+2 Monarch Diplomatic Skill
-33% Promote Culture Cost
Legislative Sejm
Available for nation with Elective Monarchy
+1 Monarch Admin Power
Integrated Sejmiks
Available for nation with Elective Monarchy
-5 Years of Nationalism
Republics
Stratocratic Administration
Republican version of Prussian Monarchy
-0.02 Monthly war Exhaustion
+0.05 Monthly militarized Society
-0.075 Monthly Autonomy change
-0.5 Republican Tradition
-10 Max Absolutism
Generals become Rulers
Signoria
A better variant of Nepotism for Italians.
+5% Tax Modifier
-30 Max Absolutism
Protectorate Parliament
Enables Parliament Mehcanic
-0.05 Monthly Autonomy Change
+5% Land Morale
-20 Max Absolutism
-0.5 Republican Tradition
Military Dictatorship
-0.075 Monthly Autonomy Change
+10% Land Morale
-10 Max Absolutism
Generals become Rulers
Board of Admirals
Need full naval ideas and is not a pirate
+1 Leader Naval Fire
-0.5 Republican Tradition
Admirals Become Rulers
Imperial Diplomacy
Available for Free Cities
+2 Diplomatic Reputation
+1 Diplomatic Upkeep
Will make the Emperor like you move
Municipal Self-Defense
Available for Free Cities
+25% Land Forcelimit
+5000 Manpower
Revolutionary
Liberte
For Revolutionary Nations
+0.1 Girondists Influence
+2 Accepted Cultures
Egalite
For Revolutionary Nations
+0.1 Jacobins Influence
+0.25 Republican Tradition
Fraternite
For Revolutionary Nations
+0.1 Imperial Influence
-20% Culture Conversion Cost
-25% Harsh Treatment Cost
Legislative Assembly
For Revolutionary Nations
+1.5 Yearly Revolutionary Zeal
National Constituent
For Revolutionary Nations
+15% Improve Relations
+1 Diplomatic Upkeep
The Feuillant System
For Revolutionary Nations
-10% Stability Cost
-0.1 Republican Tradition
The Two-Chamber System
For Revolutionary Nations
+1 Free Policy
+0.15 Republican Tradition
Absolute Power of the President
For Revolutionary Nations
-5% All Power Costs
+1 Election Cycle
A Revolutionary Council
For Revolutionary Nations
+10 Max Revolutionary Zeal
-1 Election Cycle
Revolutionary Principle
For Revolutionary Nations
+0.1 Girondists Influence
+10% Land Morale
+15% Manpower
Equality Principle
For Revolutionary Nations
+0.1 Jacobins Influence
+2 Tolerance of Heretic
+2 Tolerance of Heaten
Imperial Principle
For Revolutionary Nations
+0.1 Imperial Influence
-10% AE Impact
-10% Province Warscore Cost
Equal Electorate
For Revolutionary Nations
-2 Unrest
+10% Tax Modifier
+33% Female Advisor Chance
+0.1 Jacobins Influence
Three Social Classes
For Revolutionary Nations
+10% Administrative Efficiency
+0.1 Girondists Influence
Military Electorate
For Revolutionary Nations
+0.5 Army Tradition
+1 Land Leader Fire
+0.1 Imperial Influence
President For Life
For Revolutionary Nations
-0.5 Republican Tradition
+1 Monarch Admin Skill
+1 Monarch Military Skill
Government For People
For Revolutionary Nations
+20 Max Revolutionary Zeal
Become Rev. Empire
Does what it says. Needs Imperials to have high influence
Theocracies
Mission to Civilize
+35% native assimilation chance
-50% native uprising chance
Mission on the High Seas
+20% sailors modifier
+25% naval forcelimit
+33% capture ship chance
Mercantile Tithe
+5% global trade power
+10% burghers influence
+5% burghers loyalty
Divine Nobility
+1 yearly army tradition
+10% nobility influence
+5% nobility loyalty
Monastic Breweries
Catholic exclusive
+75% production of grain
+50% production of wine
Integration of the Sohei
Japanese/Eastern exclusive
+5% discipline
+10% infantry combat ability
+10% mercenary manpower
Embrace Conciliarism
Papal State exclusive
-50% cost to appoint Cardinals
Partial Secularisation
-10% idea cost
+5% institution spread
Clerical Commission
Theocracies only
-1 unrest
+1 diplomatic relations
Divine Guidance
Theocracies only
+20 max absolutism
Theocratic Democracy
Theocracies only
-1 unrest
Enables parliament (requires Common Sense)
Regionally Elected Commanders
Monastic Orders only
-1 unrest
Enables parliament (requires Common Sense)
Removes Tier-1 restriction
Open Public Elections
Monastic Orders only
-10% stability cost
+20 max absolutism
Enables Theocrats vs Militarists mechanics (requires Res Publica)
Removes Tier-1 restriction
A Dynastic Order
Monastic Orders only
+0.1 yearly devotion
+1 land leader fire
-20% harsh treatment cost
Generals become rulers on monarch death
Enables royal marriages
Removes Tier-1 restriction
Lords of the Sea
Monastic Orders only
+0.1 yearly devotion
+15% naval morale
+1 naval leader fire
Admirals become rulers on monarch death
Removes Tier-1 restriction
Church and State
+1 free policy
Soul and Body
+2 accepted cultures
God and Man
+1 missionaries
+1% missionary strength
Organising Our Faith
Pagan only
+1 yearly absolutism
+0.1 yearly devotion
One State Under God
Non Pagan Only
-30% warscore cost vs other religions
The Global Crusade
-40% enforce religion cost
Enables Global Crusade CB; allowing force conversion on Heathen countries
Using the “Release Nation” peace option will release a country following your religion
The Many Fingers of God
+2 tolerance of Heathens
+2 tolerance of Heretics
Priestly Autonomy
Pagans Only
+250 governing capacity
Proclaim Religious Head
Pagans Only
-20% warscore cost vs other religions
+1 diplomatic reputation
All Under Tengri (Tengri exclusive)
+15% cavalry combat ability
+25 cavalry-to-infantry ratio
Tribes
Barbaric Despoilers
Available to Steppe Hordes or nation with Great Mongol State Reform
+33% Raze Power GainUnified Horde Identity
Available to Steppe Hordes or nation with Great Mongol State Reform
+2 Horde Unity
Common
Black Army Reform
Available for Hungary
-15% Mercenary Maintenance
+2.5% Mercenary Discipline
-10% Nobles Loyalty
Crusader State
CB On Religious Enemies
+15% Manpower Recovery Speed
United Cantons
-150 Governing Capacity
+1 Free Policy
+50% Mercenary Manpower
-30 Max Absolutism
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