Developer Diary - Monarchy of Great Britain
Author: indiefoldcreator
Date:
Mon, 27 Mar 2023
Game: Europa Universalis IV
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 While the British mission tree was one of the most extensive in its time, it has become quite outdated and was in dire need of receiving an update in order to keep England on the same level as the other great powers which are seeing a liftover with 1.35.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!
These are all the missions you have available as England and as Great Britain. These missions are available to everyone who forms GB.
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.
The AI is very likely to accept as long as they don’t have any negative opinion of you.
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:
As long this modifier is active and you fully colonize a colony you get the following event:
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:
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.
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:
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:
The missions “Settle in America” and “Colonize the Caribbean” modify your colonial capabilities even further with more unlocked parliament actions:
Note: You have access to a sugar and spice version of this Parliament Action in the mission tree.
Finally, the mission “Dominate the New World” gives a permanent modifier which also benefits your colonial subjects too.
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.
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.
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:
And of course it has its own set of ideas:
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:
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:
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:
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:
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.
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:
If this event fires then the conditions to fire the English Civil War change to the following:
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.
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:
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:
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.
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:
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.
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:
Note: Numbers are not final, as usual.
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:
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:
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.
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:
This will of course update your mission tree accordingly:
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:
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.
The AI will keep its decision though.
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:
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.
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:
So, let’s get started!
These are all the missions you have available as England and as Great Britain. These missions are available to everyone who forms GB.
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.
The AI is very likely to accept as long as they don’t have any negative opinion of you.
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:
As long this modifier is active and you fully colonize a colony you get the following event:
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 +
In this example, we decide to create our own Fish & Chips monopoly, so we choose fish for every colonized province:
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.
Again, the formula for this is also rather simple: (
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:
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:
The missions “Settle in America” and “Colonize the Caribbean” modify your colonial capabilities even further with more unlocked parliament actions:
Note: You have access to a sugar and spice version of this Parliament Action in the mission tree.
Finally, the mission “Dominate the New World” gives a permanent modifier which also benefits your colonial subjects too.
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.
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.
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:
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:
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:
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:
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:
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.
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:
If this event fires then the conditions to fire the English Civil War change to the following:
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.
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:
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:
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.
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:
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.
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:
Note: Numbers are not final, as usual.
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:
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:
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.
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:
This will of course update your mission tree accordingly:
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:
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.
The AI will keep its decision though.
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:
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.
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:
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
Note: There will be a tooltip saying that you unlock HRE related parliament issues.
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”:
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…
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.
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.
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:
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.
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:
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:
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:
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!
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