‘Grand Army’ now gives +10% Special Unit Force Limit and +15% Land Force Limit Modifier instead of 20% Land Force Limit Modifier.‘Controlled Burns’ from Indigenous Ideas gives now +15% National Manpower Modifier instead of +20%.Bonus now also gives +10% Tribes Loyalty Equilibrium.‘Martyrs’ gives now +25% Manpower in True Faith provinces instead of +15% Global Manpower modifier.‘Noble Connections’ now increases mercenary manpower by 25% instead of 20%.‘Serfdom’ now gives +20% National Manpower Modifier instead of +33%.‘Noble Knights’ gives now -20% Cavalry Cost instead of 10% and +15% Cavalry Combat Ability instead of 10%.‘Global Empire’ now also gives +25% Treasure Fleet Income.‘Free Colonies’ now gives +10% Settler Chance.Bonus now also gives +10% Loyalty of the Burghers/Vaisyas.‘Overseas Merchants’ now also decreases Trade Company Investment Cost by 25%.‘Free Trade’ now also gives +2 Merchant Trade Power.‘Shrewd Commerce Practice’ now also decreases Promote Mercantilism Cost by 25%.Bonus gives now Rebel Support Efficiency of 100% instead of just 50%, and reduces Covert Action Relation Impact by -50%.‘Audit Checks’ replaced by ‘Blackmailing’, now granting:.‘Vetting’ now also grants -0.1 Yearly Corruption.‘State Propaganda’ now also reduces Covert Action Relation Impact by -50%.Bonus now gives -10% Development Cost instead of -20%.
'Formalized Officer Corps' replaced by ‘Expanded Policies’, now granting +1 Free Policies.‘Optimism’ gives now also gives +1 Leaders without Upkeep.Here you’ve got a detailed account of the changes implemented: We wanted to buff some of the underdogs in the Idea Groups, such as Espionage, Trade and Naval, to make them more viable compared to others in their groups.We’re also nerfing both the Economic Ideas and the Economic-Quality Policy Development Cost reduction, as we felt that we already introduced a fair amount of Development Cost elsewhere, so we saw it right to reduce it considerably here, effectively rebalancing the total amount you get from these sources.Quantity) were heavily favored over others. We felt that there were already many different sources of Manpower and Land Force available to the player and that also some ideas (e.g. Ideas giving National Manpower and Land Force limit are nerfed, to combine them with the new changes in the combat system.Getting into more detail, here are some of the reasoning behind specific changes: The general design behind this rebalance was to give again a bit of extra diversity to the different groups available, so choosing different possibilities between them might be more viable from this update. Along with that, we decided to rebalance some of the existing idea groups. We already talked in previous DDs about the new national ideas that we developed for some countries. Most of these unit packs are in fact tied to primary culture rather than tag, so you should see them popping up wherever else it makes sense, including retaining them when forming unions like Scandinavia. The concept team goes through many iterations to find the right look for each unit.Īn example of a final concept that is passed to the 3D team. With Paradox being a Scandinavian company, but also because we have colleagues here in Tinto with all sorts of connections to Nordic countries, this was a particularly exciting project for us to work on. We started work on these in December 2021, so it’s incredibly exciting to see our hard work is finally being revealed to fans after working on it so long. The first concepts are rough thumbnails based on our research, so we can quickly choose a direction based on silhouette and values. It was easy to pick the countries featured here, as many in this region have been frequently suggested by fans for a long time. But today I’m going to be focusing on showing you the Scandinavian Unit Pack that comes packaged with the new content pack, and this one has the aim of bringing new visual flair to the regions around the Baltic and North Seas.