Hello everyone! Happy Wednesday, today we’re excited to start going into more details on update 1.4. Last week we discussed some of the scope changes we made to 1.4, so we highly recommend you read that short but important Tinto Talk if you haven’t already.
To recap, Ambitions have been moved to the future so we can spend some more time, love, and testing on them. And update 1.4 is not focused on colonization, but rather a pre 1500s Iberia.
Every Europa Universalis has been a game about what you can become, but we want 1.4 to lean more into how many more ways there are to get there. For a long time, the paths to power felt somewhat accidental. You waited for the right marriage, the right heir, the right moment for a neighbor to overextend. The game rewarded patience, but it didn't always reward player initiative. In some ways it felt as if you were simply reacting to these situations rather than forging a path. (Not to mention the randomness involved in that)
This update aims to give the player more initiative back. Here a system used to have one correct shape, it now flexes to better fit the story you're actually trying to tell. The player should not have to wait for the world to cooperate. We’re aiming for things you can actually track and pursue more actively.
We want 1.4 to improve on player agency. Many of these systems take something that used to be an outcome and try to turn it into a choice, with the associated trade offs of course. Which hopefully means 1.4 giving you the player more opportunities to find and have fun with. With that gameplan in mind, 1.4 also brings a lot of various cleanups, and we wanted to touch on some of the small but meaningful ones today. Including minor colonization changes, among other miscellaneous improvements including population growth, combat balance, and a new Egyptian Plague. So let’s have a look we’re at with those!
Colonial charters are now created with different goals in mind, these goals can be defined by the player upon charter creation. This means that you no longer have to make the decision via event popup when the charter is finished. There is a “best-fit” preset when a colonial charter is started, but you can change it to what you prefer at any point.
Form Colonial Nation - This will form a new colonial nation as a subject to your country.
Join Colonial Nation - This allows you to select another colonial nation that is in a neighboring area or has the capital in the same region for this charter to join. This can be useful to create bigger and more feasible colonial nations.
Keep as Territory - This will then become an integrated or core location for your country.
Expanding your existing colonial subjects for better trade to the mainland, or aiming for some new overseas territory?