• Civilization 7 has been announced. For more info please check the forum here .

Europa Universalis IV

At my uni's library, there's plenty of materials on pre-modern African history, the slight majority of them on West African history. Granted, my uni is a research university, but it isn't an Ivy League either, so I wouldn't be surprised even if the local library had at least a couple books on African history. Online, there's more stuff available obviously. Again, information is harder to find, but it is there. I'm not asking that the devs research the equivalent of a dissertation or something, but I would have hoped that other parts of the world get a bit more love, too. It's sort of like the thing with every Civ game before Civ IV where the only sub-Saharan African civilization were the Zulus - Africa and the Americas definitely need more love. Or at least they need to be a bit stronger.
 
Information on their culture and society is definitely available.

But that's not what Paradox would need to include the African civilization in the DHEs group - they'd need details on historical events. How they happened, why they happened, when they happened. Dozens of them.

I have yet to find a good source to approach that. As opposed to one where the information is buried in the middle of a monography that's more interested in being a study of a society and a civilization, ie what scholars tend to write. There's a limit to how much time they can spend digging the information.

(I'd honestly expect Ethiopia and Kongo to be easier than the Sahelian empires)

(That, and of course PAradox doesn't care about Africa. I have no intention of defending them on that score; just of saying that even if they did care, findign the information to make even one African country have enough DHE to hit Tier 3 would require a lot more efforts than anywhere in Eurasia)
 
Fair enough. I suppose information on Ethiopia and Kongo's history could be easier.

It's all unfortunate, really, but I hope the game mechanics will make playing Africa (or against it) not a bore.
 
It probably will. We ARE talking Paradox, after all.

Which is why I'm tinkering with ideas on bringing everything I have for Age of Discovery (both released and later, not-yet-released, upgrades) to EU IV.
 
Europa Universalis IV: Developer diary 5: The Return of the Kings

Welcome back to another development diary for Europa Universalis IV and today we delve into Rulers - your high and mighty leadership, their abilities (or lack thereof) and how to use the new monarch power we have introduced in EU4.

We will go in-depth about these new concepts as we discuss the monarch of your nation and his or her court. While we use the word monarch here, it ,of course, also represents rulers of other government forms, and naturally for all those republics not necessarily ruled by a single person.

Monarchs, Dynasties & Heirs
As you may have already have suspected, we are keeping the dynastic and heir system from the previous version of Europa Universalis intact , except for one interesting addition.

If you play a monarchy, once your heir reaches adulthood, you can turn him into a military leader. This was something that was common in the era, and we want to add that flavor into the game. This is risky of course, because you will need to make decisions on whether you dare to send a talented martial heir to the battlefield for conquest (or defeat) or if it is better to keep your heir safe at home.


Your Monarchs Abilities
Monarchs in the Europa Universalis series have always been represented by their three abilities, administration, diplomacy and military.

How it was in Europa Universalis III:
The abilities of the monarch were in the range from 3 to 9, with higher values representing a better monarch. For example Louis XIV de Bourbon of France was a 8/9/9 monarch, not to mention his good looks. The infirm, addled and confused Henry VI of England, however, was on the other end of the scale at 3/3/3. These ability scores were direct bonuses that were added to research, investment in stability, or diplomatic skill.

How it will be in Europa Universalis IV:
In Europa Universalis IV , we have removed the direct bonuses from monarch abilities, which is fine because we've redone the technology and stability advancement as well. We have also changed the range to be from 0 to 6, in the same range as the abilities of the military leaders.

Your Monarchs Power
In the place of direct bonuses, we have introduced the concept of monarch power for a country. There are still the same three types of power, each corresponding directly to your monarchs’ ability in administration, diplomacy and military, but each month these abilities are added to a pool for each power. So if your monarch has an administrative skill of 4, you will see your administrative power pool increase by 4 each month. You can store up to 999 power at a time. These values are shown prominently in the game user interface at the blue bar on the upper left with a scroll for administration, a dove for diplomacy, and two crossed sabres for military.

Why the concept of power?
Designing a strategy game is about implementing limitations on the players, because the choice of how you will spend your limited resources is what strategy is all about. With the introduction of power, we have managed to create a system which gives a really interesting balance that works both short-term and long-term inside a game. In short, our new system is one where monarch ability places restrictions on the player according to the ability of the monarch. This system removes the rich getting richer syndrome (or the “snowball effect” as some people call it) where power begets power. It also works out splendidly in a rich historical game, because depending on the leader and his/her abilities and traits it creates ebbs and flow, and sometimes even causes stagnation for countries. That prevents the gameplay from going static, because you really need to be aware and change your tactics to gain as much as possible from the strengths and weaknesses of your ruler. It is one of the most fun systems I've designed in my career in games, and it works really nicely to catch the atmosphere and still create a challenging environment.

We do feel that the person of the monarch was in many aspects the key to the period for Europa Universalis IV, such as Fredrick the Great, Queen Elizabeth of England or Louis XIV of France. So even if the game's main focus is empire building and for the player to explore, trade and colonize, those rulers did change the destiny of countries. A weak military ruler with a strong administrative skill should lead to a nation where you need to rethink your course of action since you will not be accumulating military monarch points as quickly as you will administrative points.

What do you use your monarchs power for?
The monarch abilities are now converted into points that you use for actions. First of all, there are large costs like capital movement, technology advancements & idea selection. Second, we have smaller costs like core creation, stability increases & inflation reduction, and finally we have tiny costs like assaulting or constructing buildings. There is also an upkeep cost for having military leaders and diplomatic deals.

Now we haven't listed all things the various powers are used for, and the costs of actions and assets are changing constantly as we play internal games at the office. But, to give you a few examples to help explain the system, having a general currently costs one military power each month, while building a building costs about five power, and advancing a technology costs about 400 power (without any other modifiers on it.)

Your Advisors.
In connection to this we've also changed how advisors work. Instead of having lots of advisor categories that all have different functionality, your advisors now affect one of the three monarch stats. If you can recruit a really good administrative advisor, you can either compensate that weakness in your current monarch or reinforce that strength to take advantage of that talent while you can. In our database we have lots of historical advisors that you can recruit, but also some new generated ones.
There are three slots for advisors as before, but now each slot is directly tied to specific monarch ability. You can only have one advisor for each ability. The skill of an advisor is now in the range from 1 to 3, and each skill point gives one extra power of the corresponding type each month.

In Europa Universalis III, after a few expansions, there was an enormous amount of types of advisors. And that made it hard to choose for the players and a lot of the advisors were, quite frankly, not really useful at all. So in Europa Universalis IV, we've narrowed it down to five different types per ability, giving actual choice to the player.

Each type of advisor has a bonus, for example the trade advisor makes your merchants more efficient, but the skill no longer affects the power of bonus, giving you further choices between quality of advisor and the bonus you may need.
A final change when it comes to advisors is that they are far more expensive now. These people know to charge for their talents. So you will not always be able to afford a full set, especially if you aren´t a rich country. This again adds to decision making and strategy: What is important for you right now?

Spoiler :

That’s it for today, hope you enjoyed it! We have a lot more development diaries remaining for Europa Universalis IV, so stay tuned, because next week we'll be back to talk about what has replaced domestic policies

Dev diary 5
 
Hugely liking the revisions to the advisor system
 
Spoiler please, Civking. That's a nice image though and Henry VI's disastrous stats might dissuade the flood of people from playing England too often. :)
 
Ths could function as the necessary check on Ming, they wind up with leaders with terrible stats.
 
Hm. Not sure I like the power system. But as it's the first thing that has caught me lukewarm about these releases, I have no issue with it. I sincerely hope the system is as elegant as they're saying.

The advisor redesign is great tho.
 
Ths could function as the necessary check on Ming, they wind up with leaders with terrible stats.

If power reflects how well a monarch can exert his influence over a country, then a large country penalty could be applied to slow down the blobs because it is more difficult to manage.
 
The inclusion of Byzantium is a little strange to be fair, but they said they did it as a fanservice - which is not a bad thing. :)
It could also be because gamestart is before 1453.
 
@the events: Even if they're not in the top tier, I'm glad to see that a descent number of non-Europeans made the cut. I'm interested in seeing what they'll have for Vijayanagar, although that might just be my Kannada(/South Indian in general) nationalism speaking. The inclusion of the Hansa and Ayutthaya intrigue me as well, I honestly wouldn't have expected either of those to make the cut.

DD5: I'm liking what I'm seeing here. Although I had hoped for at least some basic dynastic mechanics (multiple heirs for one) I like the idea of tying a number of game mechanics to monarch power/ability, it should give more personal feel to what you're doing.
 
I'd rather see Denmark and Scotland trade places.
 
Why?

While significant politically, I don't recognize any significant imperial administrations of them. I mean there's Scotland's Stuarts, of course, but there's also the Kalmar Union...
 
I think it is fine how it is, while important the Scots never really owned any land past there own and from an English prospective were manly important due to there alliances with France.
 
I assume he's referring to the fact that England tends to stomp on the Scots. Some other way to represent highlanders other than to give them 12 free units.
 
Haven't read the dev diary yet, but I like how in that kingdoms list "England" is a top tier nation and described as "arguably the winner of the period" and "Netherlands" is listed as a second tier because they didn't exist at the start of the period.

...Huh?
 
Well, an independent Netherlands didn't exist until the Eighty Years War, which didn't even start until 1568. Before then, they were under various different administrations or ruled by Burgundy, Austria and Spain.
 
Well, an independent Netherlands didn't exist until the Eighty Years War, which didn't even start until 1568. Before then, they were under various different administrations or ruled by Burgundy, Austria and Spain.

Not my point.

My point is that it's ridiculous that the Netherlands isn't a first tier nation because the "good things" that came out of that nation didn't happen until towards the end of the period, but England is a first tier nation even though strictly speaking the only good thing to happen to that kingdom were the Acts of Union. In other words Paradox are being a bunch of big hypocritical anglocentric dicks.
 
Top Bottom