Difference between revisions of "Conquest of Paradise"

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(Features: update for for changes in colonial nations from more recent patches and add detail about their government and diplomacy)
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* A generator for a [[map#Random New World|Random New World]]. The generator is limited to starts in november 11 1444 and isn't compatible with CK2 converted games.
 
* A generator for a [[map#Random New World|Random New World]]. The generator is limited to starts in november 11 1444 and isn't compatible with CK2 converted games.
 
* An expansive addition of new mechanics for [[Tribal nation|tribal nations]] in North America including [[Tribal nation#Migration|migration]], [[Tribal nation#Buildings|buildings]], [[Tribal nation#Native ideas|native ideas]], [[Tribal nation#Reforming the government|reforming the government]], a new mechanic for [[Tribal nation#Casus belli|casus belli]] and [[Tribal nation#Federations|federations]].
 
* An expansive addition of new mechanics for [[Tribal nation|tribal nations]] in North America including [[Tribal nation#Migration|migration]], [[Tribal nation#Buildings|buildings]], [[Tribal nation#Native ideas|native ideas]], [[Tribal nation#Reforming the government|reforming the government]], a new mechanic for [[Tribal nation#Casus belli|casus belli]] and [[Tribal nation#Federations|federations]].
* A new form of formable nations called [[Colonial nation|colonial nations]]. Colonial nations form when a nation controls 5 cored overseas provinces in the same [[Colonial nation#List of colonial regions|colonial region]]. They are a subject under the nation forming it. The relation involves the primary nation choosing the [[Colonial nation#Governor|governer]] of the colony and getting [[Colonial nation#Tariffs|tariffs]] from them while they have to be aware of the colonial nations [[Colonial nation#Liberty Desire|liberty desire]] that can cause the colony to declare war of independence if it increases to above 50%. Colonial nations are playable and have a separate idea group.
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* A new form of formable nations called [[Colonial nation|colonial nations]]. Colonial nations form when a nation controls 5 cored overseas provinces in the same [[Colonial nation#List of colonial regions|colonial region]]. They are a subject under the nation forming it, but don't use a diplomatic relation slot. The overlord gets trade power and [[Colonial nation#Tariffs|tariffs]] from them while they have to be aware of the colonial nation's [[Colonial nation#Liberty Desire|liberty desire]] that can cause the colony to declare a war of independence if it increases to above 50%. Colonial nations are playable and have a separate idea group. They use their own, republican form of government; originally they would have governors appointed by the overlord instead of elections (the choice possibly affecting liberty desire), but as of patch 1.8 they are autonomous.
 
* Another new feature is the ability to support independence of a vassal, protectorate or colonial nation.
 
* Another new feature is the ability to support independence of a vassal, protectorate or colonial nation.
  
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The expansion coincided with a supporting, free patch for the base game, that includes:
 
The expansion coincided with a supporting, free patch for the base game, that includes:
 
* [[Subject nations#Protectorate|Protectorates]] are introduced as a subject nation of technological inferiority that cannot be vassaled.
 
* [[Subject nations#Protectorate|Protectorates]] are introduced as a subject nation of technological inferiority that cannot be vassaled.
* [[Army#Climate and attrition|Climate]] now start to play its part in attritioning units.
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* [[Army#Climate and attrition|Climate]] now starts to play its part in unit attrition.
 
* A new interface has been added, where you can view all your current subjects, and view their benefits to your nation.  
 
* A new interface has been added, where you can view all your current subjects, and view their benefits to your nation.  
 
* Attrition from being on a boat is added. It is 1% of the total army size and isn't modified.
 
* Attrition from being on a boat is added. It is 1% of the total army size and isn't modified.
 
* More playable nations in [[New World#natives|North America]] and [[Sub-Saharan Africa]].
 
* More playable nations in [[New World#natives|North America]] and [[Sub-Saharan Africa]].
* Added new [[Patch 1.4#Events & Decisions|events and decisions]]
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* Added new [[Patch 1.4#Events & Decisions|events and decisions]].
* Added new national ideas in North America
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* Added new national ideas in North America.
  
And a plethora of other additions to the game
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And a plethora of other additions to the game.
  
 
== Video Content ==
 
== Video Content ==

Revision as of 01:40, 12 December 2014

The Conquest of Paradise expansionary DLC was announced on 4 November 2013[1] and released on 14 January 2014 together with patch 1.4. The expansion focuses on colonization mechanics, a revamping of the New World, with a particular focus on making states in North America more interesting and an optional new world randomizer.

Features

  • A generator for a Random New World. The generator is limited to starts in november 11 1444 and isn't compatible with CK2 converted games.
  • An expansive addition of new mechanics for tribal nations in North America including migration, buildings, native ideas, reforming the government, a new mechanic for casus belli and federations.
  • A new form of formable nations called colonial nations. Colonial nations form when a nation controls 5 cored overseas provinces in the same colonial region. They are a subject under the nation forming it, but don't use a diplomatic relation slot. The overlord gets trade power and tariffs from them while they have to be aware of the colonial nation's liberty desire that can cause the colony to declare a war of independence if it increases to above 50%. Colonial nations are playable and have a separate idea group. They use their own, republican form of government; originally they would have governors appointed by the overlord instead of elections (the choice possibly affecting liberty desire), but as of patch 1.8 they are autonomous.
  • Another new feature is the ability to support independence of a vassal, protectorate or colonial nation.

Coinciding game patch

Main article: Patch 1.4

The expansion coincided with a supporting, free patch for the base game, that includes:

  • Protectorates are introduced as a subject nation of technological inferiority that cannot be vassaled.
  • Climate now starts to play its part in unit attrition.
  • A new interface has been added, where you can view all your current subjects, and view their benefits to your nation.
  • Attrition from being on a boat is added. It is 1% of the total army size and isn't modified.
  • More playable nations in North America and Sub-Saharan Africa.
  • Added new events and decisions.
  • Added new national ideas in North America.

And a plethora of other additions to the game.

Video Content

Title and Link Description Date mm-dd-yy
Europa Universalis 4 Conquest of Paradise - Dev's show of features ingame Developers are explaining the game 08-11-2013
Europa Universalis 4 Conquest of Paradise - Dev's Play Developers playing the unreleased version. Episode 1 of 19 12-18-2013

Other notable sources of information on the DLC:

Description Date mm-dd-yy
Europa Universalis 4 Conquest of Paradise - Official Manual 13-01-2014
Patchnotes for patch 1.4 and the Conquest of Paradise DLC 14-01-2014
Developer diaries for Conquest of Paradise 04-11-2013 to 03-03-2014

References