

Use war, trade or diplomacy to satisfy your grandest ambitions and dominate five centuries of history in the newest version of Europa Universalis, Paradox Interactive's flagship historical grand strategy game.
Добавлена новая валюта политического влияния для управления сословиями и различными действиями, переработаны социальные ценности с новыми эффектами, благородство и казаки получают привилегии частных…
Politics
Political Influence
Mana is back on the menu boys!
Seriously, though as you have noticed we had a lot of places in the game we end up with insanely varied gold costs for various actions, or weird usages of legitimacy or stability. This was creating balancing issues that were not present in EU4.
Political Influence is a new country currency, ranging from 0 to 100, and it represents your ruler's accumulated political capital. This currency if kept high increases the base crown power by up to 20%.
You gain it primarily through the total abilities of the ruler, and from the active ability of members of your cabinet. There are also laws and privileges that impact how much you will get from it.

You've seen bird mana, but now it's time for ring mana
Political influence is spent primarily on estate related actions, including instituting new estate privileges which now cost political influence (Though revoking them still costs stability).
It’s also the primary currency used in the recently introduced estate interactions. Want that burgher money? It’s going to cost a temporary drop in crown power that storing political influence offers.

Spending influence on actions like these obviously has an opportunity cost too. It means you’re not spending it on other things.
Other things such as:
- Tolerating/accepting a culture
- Discriminating a culture
- Changing primary culture
- Urban rights
- Moving capital
- Appointing cabinet members
- Hiring courtiers
- Situation interactions
And:
-Applying political Pressure in parliament (spend 75 political power for 25 parliament support)

The new applying political pressure parliament action using Political Influence
Societal Values
Traditionalist vs. Innovative has changed. Instead of tweaking how efficiently you spend stability, the axis now affects stability investment and policy-change costs directly, leaning traditionalists toward cheaper policy shifts and innovators toward faster institution adoption.
Free Subjects now boosts pop goods demand instead of speeding up devastation recovery, giving the value a more visible economic footprint.
Mercantilism now raises your maximum tariff and trade-subvention ceilings, letting mercantilist states lean harder into protectionism, while Free Trade grants a straight trade income bonus.
Quantity now provides a substantial levy size boost in place of the old frontage modifier, making the "more troops" side of the axis actually deliver more troops.
Absolutism vs. Liberalism now grants increased monthly political influence on both ends, rewarding commitment to either extreme.
Societal-value parliament agendas now cost stability when enacted, rather than government power or prestige. Steering your nation's values is now a matter of political stability, unifying the cost across all these agendas.
Estate Private Armies
The Nobles and Cossacks have new privileges that allow them to maintain their own private armies, regiments that belong to the estate rather than the crown. The size of each private army scales with the estate's population, and its composition reflects the estate's martial traditions, favouring heavy cavalry for nobles and light cavalry for Cossacks. These regiments can be pressed into royal service, giving the monarch a temporary boost to their military strength at the cost of legitimacy.

New private army privilege
Should the estate grow disloyal, it will recall its soldiers, stripping the crown of those forces at the worst possible moment. Countries with historical private army privileges begin the game with their estates already at full strength, so the political weight of those nobles is felt from the very first day.
These units are not levies, but actual regular regiments.

Nobles heard horses are OP, they want some.
Discriminated Cultures
Sometimes you want to diversify how you treat different cultures even further. So we added a new level of view of cultures. First of all, the old “Discriminated” tier of culture acceptance is now renamed “Ignored”. Then we added a new level below that reuses the “Discriminated” name. This represents active oppression; it will dramatically increase cultural assimilation at the cost of pop satisfaction and increased emigration.
Estates will put forward Parliament Agendas to accept or discriminate against cultures that they like or dislike. Countries will dislike you for discriminating against their culture, or a culture they like.

Direct Domestic Migration
A new Age of Reformation advance unlocks the Direct Domestic Migration cabinet action.
This migrates the pops directly from one location to another specific one over 10 years.
Useful for evening out demographics after conquest, seeding underdeveloped arches, or feeding a single boomtown without waiting for organic migration. Runs in parallel with your other cabinet work, and you can stack several pairs at once if you can spare the slots.
The old cabinet actions still exists, this is merely to give more direct tools the more advanced your country becomes

Those who control their pops control their economies
In addition to direct domestic migration action, we’ve also added more passive conquest related migrations. These promote more migration of pops to their previous owner’s capital if they are discriminated against by the new owner/conqueror. It’s not exactly “loyalty” but pops under a new regime that sees them as lesser might be more likely to emigrate to greener pastures.
Powerful Estates
One issue was that there were no major drawbacks to having overly powerful estates, so now there is a small drain on your legitimacy (or equivalent) if an estate has more than 25% power in a country. Making a more balanced estate playstyle have more incentive without being the only option.
Republic/monarchy/theocracies balance
One thing we realised was that monarchies had drawbacks to having low legitimacy and hordes had problems with low horde unity, while theocracies and republics could basically ignore it. We solved this in 2 ways, rebalancing effects and adding a couple new disasters.
We did a balancing pass over the penalties that kick in when a country's government power runs low. Theocracies in particular were getting off lightly, so low devotion now bites a little harder, weighing on the clergy estate and stability and feeding into apocalyptic dread for faiths that track it. The goal is simple: whether you rule as a monarchy, a republic, or a theocracy, letting your core government power collapse should hurt in comparable ways. The new disasters are WIP, but there will be one for Theocracies and one for Republics, and they should serve as an incentive to keep your legitimacy high
New Capital Buildings
We've evened out the unique capital buildings, which until now leaned heavily toward monarchies. Theocracies, steppe hordes, and tribes each get their own capital flavor building (the Sacred Council, the Khan's Ordu, and the Chieftain's Hall), republics gain a second one in the Patrician Hall, and theocracies also pick up the Temple Militia for capital recruitment, except for military orders, which already have their Order Headquarters.
We've also reworked the Royal Garden so it grants diplomatic capacity and a touch of cultural influence rather than minting diplomats directly, so it no longer doubles up with the Diplomatic Corps cabinet action.

An Ordu fit for a Khan
Estate & Pop Power
We have changed how power is generated by your population. Previously the weight of each pop was tied to the estate it belonged to, which meant the same kind of person counted very differently depending on the estate; for example, a noble in the dhimmi or tribal estate contributed almost nothing politically.

Now political weight is an intrinsic property of the pop type itself, so a noble pulls the same political weight no matter which estate they sit in, and an estate's overall influence reflects its actual composition of nobles, burghers, peasants and so on. While in a vacuum this is a pretty big change, in practice a vast majority of vanilla game states this actually impacts is in relation to the Dhimmi estate or in very niche scenarios with tribesmen.
Revolts
Civil wars and revolts have often felt like a minor speed bump once you reach the mid-game, primarily because the rebel forces lacked the initial momentum to pose a genuine challenge to a stable empire. We have overhauled how these uprisings begin to ensure they are a credible threat that requires your full attention.
First, we have addressed the organizational state of rebel armies. Previously, newly raised levies in a civil war often were way too small, as the locations had low control, and thus had basically no levies to talk about. Now, rebels will seize immediate and full control over their starting territories, allowing them to field their full regional levies from day one, just as a secessionist state would.
Financial backing has also seen a significant boost. Rather than starting with empty pockets, pretenders and estates revolting now begin with a treasury equal to their full annual tax base. This ensures they have the liquid capital to immediately hire mercenaries and maintain their armies during the critical opening months of the conflict.
Finally, when an estate rises in revolt, they no longer leave their wealth behind. They will now abscond with a quarter of their hoarded gold reserves to fund their rebellion. This means a wealthy and influential estate is now far more dangerous to cross, as their private war chest will directly fuel the fires of civil war.
Diplomacy
Demand War Leadership
War leadership is no longer automatically handed to the most powerful country when a war begins , the nation that was declared upon keeps command unless someone acts to change it.
A war leader can now “Offer War Leadership” to a stronger country not yet in the conflict, enticing them to join by granting them command from the moment they enter.
Powerful war participants who are not in command can instead “Demand War Leadership” from a weaker leader on their side, compensating them with favors and trust, though a refusal will sour relations. Both actions are available from the diplomacy screen, and a shortcut button appears directly on the war panel whenever you are in a war you do not lead.

New war leadership diplomatic action
Inheritance Contracts
Personal Unions have always been a cornerstone of diplomacy in Europa Universalis. In EU5 they often come about through patient but somewhat passive planning. In update 1.4 we’re adding a new aspect to unions that should bring a much needed layer of agency, and open the doors for some big brain succession schemes. Inheritance Contracts.
In essence, a paying monarchy can approach any heirless monarchy and offer them a lump sum of gold (scaled by development, roughly 50-1500) in exchange for the right to inherit their realm in the event their monarch dies before an heir is declared. While the contract holds, the buyer enjoys +1 Diplomatic Reputation and a permanent +1- opinion swap with their partner, the seller pays for the privilege with -1 Diplomatic Reputation and a small amount of prestige decay. If their childless ruler does indeed die on the throne the buyer immediately inherits everything as the senior partner of a new personal union.

TT119 Inheritance Contract
Betrothals
If personal unions are a cornerstone, Royal Marriages are the mortar that help keep them together. One small but meaningful addition that has been requested since day 1 from players both new and veteran is betrothals, so we’re adding them in with 1.4.
A betrothal is a promise of marriage between two courts, while one or both of the prospective spouses are still children (Age 2 and up). Betrothal opinion bonuses are smaller than marriage opinion bonuses, until the royal marriage is completed when both characters come of age of course.

Good bethorals can often secure a future personal union!
Either side can break a betrothal, though it costs a hefty amount of prestige and opinion, which risks turning a prospective ally into a potential long term enemy. Like a player would, we aim for the AI to hold a little bit of a grudge when it comes to breaking these betrothals, so as to have the choice be somewhat of a commitment, with the option to break at a penalty. In the case one of the betrothed dies before the wedding, the betrothal will dissolve with no diplomatic penalty, though it still fires its own on-action, so flavor events (Both Vanilla or mods) can react accordingly. If you want to get free of betrothal without having to break it with penalty, maybe hunting accidents can be your friend?
Hegemonies
Being a hegemon no longer punishes you for your success: the antagonism penalty is now a flat +10% instead of stacking to as much as +100% for holding all five hegemonies. On top of that, each hegemony you hold now grants +1 diplomatic reputation, so dominance finally reads as the prestige it's meant to be rather than a reason to hold yourself back.
Some other changes to Diplomacy coming in 1.4:
Stay tuned, next week we've decided to show off a first look for the first implementation of a certain content feature (not missions) making a return from past EU games...

Until next time!