Europa Universalis IV: Developer diary 28 - A Kinderegg! Three in one! by Johan Published on 26-04-2013 17:42 Number of Views: 10482
Welcome to the 28th development diary for Europa Universalis IV and today we’ve got lots of variety for you - three different subjects. We look at two smaller European countries, each quite different from the other, and then we look into what’s changed with one of the most important events in the game - the Reformation.
Scotland Scotland has an outsized importance in history considering its meager geography and wealth because of its location. After breaking free from English rule in the 14th century, Scotland was a constant thorn in the side of her larger southern neighbor, and, until the kingdoms were united again under the Stuart dynasty, the Scots were an essential ally for any continental power that wanted to threaten the English. Even after union, Scottish rebels and dissenters could be counted on to counter the throne in London.
Scotland starts the game in an enviable position, actually. England is deeply immersed in a costly and bloody war in France, and so long as England is occupied on the continent, Scotland has opportunities for expansion in Ireland, the Orkneys or even northern England. Her hilly terrain is friendly to cheap infantry armies, so a defensive footing isn’t a bad idea if the English or Norwegians get aggressive.
Scotland is narrow, as well, so a large army can stand in the bottleneck and preserve some territory. On the downside, it’s all coastline so it will need some way to protect its shores. Do you cozy up to the Royal Navy of England or try to build your own?
Scotland has a few historical events, including ones connected to the Auld Alliance with France (a reliable partner), and about John Knox, the great Presbyterian reformer.
National Ideas Scotland starts with +1 leader shock, and +5% to morale recovery on armies. (which is rather awesome, as default is 15%) as traits.
When Scotland gets all their ideas, they get 25% cheaper land maintenance.
With these ideas, Scotland is a flexible country. Early on, it relies on strong leaders and morale, enhanced by extra manpower. If they survive long enough, Scotland will have the wealth and stable monarchy that may allow expanding in Britain.
The Hansa Ah, the Hansa. The country that isn’t really. To speak of the Hansa as a nation is a fudge in the game, since it was actually a very powerful trading league. But the close relationship between some of the northern German cities in the league at this time justifies giving them their due as more than single cities united in alliance.
Founded in the 13th century, the Hansa dominated Baltic and North Sea trade for centuries. Based in Lubeck, it eventually had ports of call as far east as Livonia and far west as England. Though the cities were all independent and free, they acted as a commercial cooperative whose collective power of negotiation made them a political and military power as well. Eventually, their ports in foreign lands were squeezed out by local competition and new regulations. For you to avoid that fate, you’ll need to understand the trade map.
The Hansa starts with the cities of Lübeck, Bremen & Hamburg – three major German ports, As a merchant republic, they get one extra merchant to assign. Lübeck is the name of their home trade node, and it contains most of northern Germany and southwestern Scandinavia.
But the real power lies in the traffic that passes through. There are trade links through Lübeck coming from Wien, Frankfurt, Baltic Sea and the North Sea. Trade only leaves Lübeck through Antwerp. This means that a Hanseatic Player can control the trade in Eastern Europe if you so desire, by just dominating all nodes that feed into your home port. Or, if you’re ambitious enough, you can attempt to take part of the North American trade by steering it through the North Sea and into Lübeck.
There are a few historical events for the Hansa, many focused around their most famous traders.
National Ideas The Hansa starts with +15% on trade range and +10% Trade Steering, making them better able to control the Baltic trade with their ships.
When fully powered up, the Hansa gets +10% trade efficiency.
This means that the Hansa are an extremely trade oriented nation – probably the most trade heavy of any state in EU4. They should be able to control the Baltic trade easily – if these three small cities can survive.
The Reformation The Reformation is one of the central events in European history, and, necessarily, in Europa Universalis IV. Through the years of the series, we’ve changed how Protestanism appeared and when. In the first two EU games, it stuck pretty much to its historical place. In EU3 the Reformation was dynamic, and therefore more interesting, but it was also rather hidden. You never knew when an uppity monk would start nailing things to church doors, and you couldn’t do much to stop it.
In EU4, we have made the process more visible to the player, and actually made possible to direct the course of Catholicism and faith within your own country.
The Catholic faith has a concept called Reform Desire, which is shown on the religious screen.* Whenever Catholic countries opt for short-term gains at the expense of the legitimacy of the church in various events and decisions, the Reform Desire slowly rises. This reflects growing disenchantment with Rome and with duplicitous monarchs that claim to be following the word of God.
Protestantism, then, has a chance to appear whenever the Reform Desire is high enough.*Eventually someone is going to push the people too far and the church will be split. So how do you avoid this plague of Protestants from banging on your doors, then? Well, there are several viable ways to keep your country on the Road to Rome.*If youa are the Defender of the Faith, your provinces are less likely to convert. If you join the Counter Reformation (which occurs about 20 years after the Reformation) or picking the Religious Ideas group, you also have fewer things to worry about. And, of course, having cardinals in the curia assures your people that His Holiness knows when they are sleeping and knows when they’re awake.
As with many of the changes to our core systems, the idea is to give players chances to engage with history and become caught in waves of change, but never to leave them with the feeling that there was nothing they could do. If you aren’t worried about your religious unity or a slow and steady alienation from your Catholic neighbors, you can let the Protestants spread. But if you are France and want to keep the religious wars calm or playing a Spain that already has millions of Aztecs to convert, you should have ways of stemming – if not stopping – a Protestant takeover.
ps. Hear our Call to Arms: http://signup.europauniversalis4.com/
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