• Wiz

    by Published on 11-03-2015 15:43
    Categories:
    1. Europa Universalis

    EDIT: Updated hotfix to 1.11.2 with a couple more fixes:
    - Fixed revolutionary tricolors being all-white
    - Splitting off a siege stack no longer puts general in the wrong stack
    - Another fix to try and force clients who could not see Women in History to download the files
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    by Published on 19-02-2015 15:14  Number of Views: 32933 
    Categories:
    1. Europa Universalis
    2. Dev diaries
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    Welcome to the fifth and last development diary for Europa Universalis 4: El Dorado. Today we’ll be talking about the gold and silver mines of the new world and how to best secure that wealth for your colonial empire.

    Treasure Fleets
    It’s no secret that the Spanish conquest of Mexico, Central and South America was primarily driven by a desire for gold and silver. The Spanish crown had sole rights to mine these precious metals in their colonies, which were then loaded onto well-guarded ships and sent back to Spain. Unsurprisingly, this floating wealth drew the attention of pirates and privateers, leading to the Golden Age of Piracy and the Pirates of the Caribbean that we all know and love.

    In the El Dorado expansion, we represent this through a mechanic we call ‘Treasure Fleets’. For those that have the expansion, Colonial Nations with gold provinces will no longer gain the income of that gold for themselves, but instead will store it in a ‘Treasure Fleet Counter’ that counts up towards a certain sum depending on the size of the colony’s gold mines. Once the counter is full (usually about twice a year), the colony will send a Treasure Fleet. The Treasure Fleet travels downstream along the trade routes, passing each node between the Colonial Nation and its mother nation’s trade capital. If there are privateers present in these nodes, they will steal a share of the gold relative to their power in the node - so if privateers hold 50% of the power in the Caribbean, they will take half the value out of any treasure fleet that passes through there. At the end of the journey, any money that remains is given to the mother nation, who suffer some inflation depending on the amount of money relative to the size of their economy.
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    by Published on 05-02-2015 10:35  Number of Views: 20793 
    Categories:
    1. Europa Universalis
    2. Dev diaries
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    Welcome to the third development diary for Europa Universalis IV: El Dorado. Today, we’ll be talking about America and Liberty… and no, it’s not about the USA. Specifically, we’ll be talking about the Mesoamerican and South American Inti and Maya religions added in the expansion, and the new Liberty Desire system included in the free patch.

    Maya
    The Maya were divided into a large number of city-states vying for supremacy. In the past, these states were united in a large confederation called the League of Mayapan until infighting shattered the league. In El Dorado, we’ve attempted to simulate this expansion and contraction through Religious Reforms similar to the ones available to the Nahuatl (for details, see El Dorado Dev Diary 1). For a Mayan nation to pass a reform, they will need to own at least 20 provinces, have positive stability, no revolts, and no overextension. This is a little daunting.

    Upon passing a reform, a Maya state will lose about half its territory, shrinking to a size of 10 core provinces determined by culture, religion and distance to capital. Other provinces will break away, joining existing nations or forming new nations and requiring you to reconquer them again. For each reform you have passed, you will be able to keep hold of more territory, retaining an extra province in addition to the original 10. As with the Nahuatl, when the last reform is passed and you border a Western nation, you will be able to reform your religion, getting a tech boost and gaining the permanent benefit of the religious reforms.

    The Maya religion starts with +1 Tolerance of the True Faith and +1 Possible Advisors and their reforms give -10% Land Maintenance, -2 Global Unrest, +10% Infantry Power, +1 Colonist and -20% Core-Creation cost.
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    by Published on 29-01-2015 20:15  Number of Views: 28437 
    Categories:
    1. Europa Universalis
    2. Dev diaries
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    Welcome to the second development diary for Europa Universalis 4: El Dorado. Today we’ll only be talking about a single feature, but it’s probably the single biggest feature we’ve added to EU4 since launch: The Nation Designer.

    As the name implies, the Nation Designer allows players with the El Dorado expansion to create their own, custom-designed nation to play instead of picking one of the historical nations. The Nation Designer is available for both Single-Player and Multi-Player, and can be used at any start date as long as you are starting a new game.

    To make a custom nation, you simply click the new ‘Custom Nation’ button during country selection. This will prompt you to pick a capital province for your custom nation: Choose carefully, as the capital province cannot be changed without cancelling your custom nation entirely! You can start anywhere on the map that isn’t water or wasteland.
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    by Published on 22-01-2015 13:50  Number of Views: 20474 
    Categories:
    1. Europa Universalis
    2. Dev diaries
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    Welcome to the very first development diary for El Dorado, the fourth major expansion for Europa Universalis 4. To kick things off, we’ll be talking about the new Nahuatl religion that El Dorado adds in Central America and also about how the expansion changes exploration and colonization.

    Nahuatl
    One of the centerpieces of the expansion is the new Nahuatl religion. A number of Central American states, most famously the Aztecs, believed that the world was destined to end and that only the strength of their Gods could prevent it from happening. For the Gods to have enough power to prevent Doomsday, they needed sacrifice - human sacrifice. The Aztecs would go to war to secure captives for these sacrificial rituals, all in the name of keeping the universe together.

    In El Dorado, this is represented through a mechanic we call Doom. All Nahuatl states have a ticking Doom value that increases every year based on the number of provinces they own. High Doom increases technology costs and idea costs and should the value ever reach 100 the Nahuatl state will be forced into taking drastic measures to avert Doomsday. The ruling family will be sacrificed, killing your ruling monarch and heir and replacing them with a 0/0/0 ruler. In addition, all of your monarch power is lost and any and all subject states break away as the nation descends into chaos. As if that wasn’t enough, if the doomed state has gained any religious reforms, up to two of these will be lost (more on that below).
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    by Published on 09-12-2014 13:43
    Categories:
    1. Europa Universalis

    ###################
    # Free Features
    ###################
    - Trade fleets in the same node and on the same mission from the same country will now automatically merge. If either fleet is set to go home at war the merged fleet will also have this setting.
    - You can now play as released vassals in Ironman.
    - Implemented new system for Disasters, and moved the Peasants War, Internal Conflicts, Religious Turmoil, Counts Feud, War of the Roses, Liberalism & Revolution event chain to be disasters.
    - Added in 20 new achievements.
    - Added National Ideas for Sukhothai, Khmer, Shan States, Canada, Quebec, Mexico, Transylvania, Zaporozhye & Chinese States.
    - Added sets of dynamic historical events (DHEs) for Kilwa, Orissa & Kanem Bornu.
    - Expanded the dynamic historical events (DHEs) for Hungary, Ming, Austria, Poland, Venice & Netherlands.
    - Added a large set of flavor events for Steppe Nomads.
    - East Asian culture group renamed to Chinese, Han now divided into a number of smaller cultures.
    - Added Chinese Revolter nations based on new cultural division.
    - Added events for the creation of Sokoto.
    - Added Fulani Jihad Events.
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    by Published on 05-12-2014 13:47
    Categories:
    1. Europa Universalis
    2. Dev diaries
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    Hello Paradoxians! As promised, here is another mini-DD for Patch 1.9. Today we'll be briefly going over the new Disasters system and the idea groups added in the patch.

    1.9 is an entirely free patch that is planned to be released sometime next week. As has been said previously, it is mainly a bugfixing patch, but we also threw in some extra free content because it is the holidays and we just like you all *that* much.

    Disasters

    Disasters are a new system that reworks the old 'major revolt' event chains such as War of the Roses, Peasants' War and Civil War. Previously these would have a starting event with certain conditions, such as the Peasants' War being able to start if you have low manpower and high overextension. The problem with these starting events is that the player did not know what caused them, and thus could not know what they did wrong or work to prevent them in the future without reading the actual event files or looking them up on a wiki. Furthermore, the event system in itself made them rather random, so that you could get a Peasants' War even if you were below 25% manpower for just a single month.
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    by Published on 28-11-2014 16:53
    Categories:
    1. Europa Universalis
    2. Dev diaries

    Hello EU4 fans, I hope you're all having a nice Friday. Here in Paradox Towers we're hard at work on the 1.9 patch. 1.9 is mostly a bug fixing patch, but we're also throwing in a couple free features, so I thought I'd make a few 'mini dev diaries' to tell you about what new things you're getting. First out is 20 new achievements that we're adding in 1.9, mostly focusing on countries that currently don't have much in the ways of unique achievements.

    So without further ado, here are the new 1.9 achievements:
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    by Published on 24-10-2014 10:41
    Categories:
    1. Europa Universalis
    2. Dev diaries
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    Ten! Ten developer diaries for Europa Universalis IV: Art of War. And this is the final one before the release of what is shaping up to be one of the largest - if not the largest - expansions we’ve ever done for one of our games.

    Mostly some tidying up the details on smaller mechanics today, but we will end again with a look at how the map is changing.

    Automated Fleet Transport
    A new feature in the Art of War expansion is the ability to automatically transport your armies to overseas locations. As it now stands, transporting can be a lot of micromanagement as you would have to find a fleet, send it to the right port, load your army, move the fleet to its new destination and unload… and do it all again if you didn’t have enough transports for everyone.
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    by Published on 17-10-2014 13:40
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    1. Europa Universalis
    2. Dev diaries
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    Only a couple of weeks until Europa Universalis IV: Art of War comes out, so we’re down to the last little bits of information to pass out in Developer Diaries.

    The Revolution Target

    The French Revolution and, to a lesser extent revolutions in other nations, have always been a feature of Europa Universalis IV, but Art of War features considerable improvements in these mechanics. Now, in the second half of the 18th century any country in Europe, not only France, that ends up in a rough condition may experience a revolution and become the revolutionary target. Beyond the Revolutionary name and flag, this nation will receive significant bonuses and a large score boost, which can make it dangerous to push a country too far in the era of revolutions.



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    by Published on 10-10-2014 12:26
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    1. Europa Universalis
    2. Dev diaries
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    We’re back with the end of week Europa Universalis IV: Art of War dev diary with a bit more information on how we are tweaking war fighting, some big changes to big ideas and a look at Africa’s Maghreb region and how redrawing that map remakes the politics of the region.

    Sorties
    A new feature in Art of War is the ability to sortie the garrison of a province that is under siege. If a small, isolated army is besieging one of your high level fortresses, you can now attempt to break that siege by clicking the ‘Sortie’ button. This will create a new army out of the garrison of the fort, which will engage the enemy army besieging the province. At the end of the battle - win or lose - the sortieing army will return to their garrison duty, unless you misjudged badly and they were wiped out to the last man in which case the enemy gains control of the province as there is nobody left to defend it!
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    by Published on 03-10-2014 10:23
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    1. Europa Universalis
    2. Dev diaries
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    This is the Art of War developer diary you’ve all been waiting for. OK, that I’ve been waiting for.

    Historically, the Protestant Reformation and Catholic Counter-Reformation were major disruptions in the European system. But Europa Universalis has never really done justice to that history. We had some casus belli options, and incentives to change your state religion or convert heretical provinces. But the earth-shaking military and political consequences of the end of Catholic hegemony over Christendom still eluded our design.
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    by Published on 01-10-2014 13:47
    Categories:
    1. Europa Universalis
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    Your favorite part of the week is here! Another developer diary for Europa Universalis IV: Art of War - the next major expansion/DLC for, what I hope, is your favorite grand strategy game. Nothing against those other games, but we have so many great things happening in Art of War that EU4 has to be your favorite now, right?
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    by Published on 12-09-2014 13:59
    Categories:
    1. Europa Universalis
    2. Dev diaries
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    Hi everyone, and welcome back to the development diary series for Europa Universalis IV: Art of War. This week, we look at a few specific details with army management and a new threat posed by ungrateful rebels. We conclude as we do every week with a detailed look at how the map is changing in Art of War - this week, East Asia is on the docket.

    Army Builder
    One the most important features in Art of War is the ability to create a new army quickly As most of you have painfully discovered, getting a large stack of soldiers wiped out means a lot of clicking and waiting in order to recruit new regiments. This takes away a lot of the fun of the game, and makes it very difficult to recover from an unfortunate catastrophic defeat because a general got cornered.
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    by Published on 01-08-2013 11:27  Number of Views: 12877 
    Categories:
    1. Europa Universalis
    2. Dev diaries
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    Today for the 43rd development diary for Europa Universalis IV, we're bringing in a very special guest: The AI or Artificial Intelligence of Europa Universalis IV. The AI, of course, is responsible for controlling all the nations that are not under the reins of a player, and has received a number of face-lifts and upgrades from past games. This is a look at some of the more major changes and improvements it has benefitted from.

    Diplomacy
    As mentioned in dev diary #17, Europa Universalis IV gets rid of much of the previous randomness in conducting diplomacy. You make a proposal and the AI country responds Yes or No with a detailed breakdown of its reasoning. This makes it apparent to the player why the AI nation will not accept an alliance, and what (if anything) they can do to get them to change their mind. ...