National Ideas

Vornedskab: +15% quicker manpower recovery. Old Naval Traditions: +1 Navy Tradition Rentekammer: +10% Tax Income Klaedekammer: -33% Naval Maintenance Expanded Dockyards: +100% Naval Forcelimit Den Danske Lov: -1 Revolt Risk Religious Orthodoxy: +2 tolerance own & -10% Stability Cost.

National Ideas

Norwegian Fishing: +10% Production Efficiency Natural Seamanship: +0.33 Naval Morale Norwegian Shipbuilding: -10% Ship Cost Call of Our Forefathers: Allows Exploration and gives +33% Colonial Range. Pioneer Spirit: +1 Colonist Seize the Opportunity: +10% Trade Power Write new Sagas: +1 Prestige & 5% Discipline

Welcome to the 35th development diary. This time we look at the remaining powers in Scandinavia, and also take a deep look at the changes to siege.Our goal in Scandinavia has been to emphasize the differences between Denmark, Sweden and Norway, and you will have three countries that play rather differently.We have revised the map of Denmark rather heavily since EU3, giving them several new provinces, making them a formidable second rank power in Europe, and a fair amount of the time, becomes the winner in the north.Denmark has a fair amount of historical events, including an eventchain for the Counts Feud, where you can select to back the monarch or a pretender.Denmark starts with +5% Trade Income and -10% Ship Cost.When Denmark has all their ideas, they get +15% Light Ship Combat ability. All of this together, turns Denmark into a formidable naval power with some resiliency.Norway did not last long in history, as they never broke free from the Union of Kalmar, but instead became a group of provinces in Denmark. This means that they only have a very few amount of historical events that can occurr for them.Norway starts with 20% cheaper Light Ships, and 20% Light Ship Combat ability.When Norway has all their ideas they get a +20% bonus to trade steering. They have possibilities to forge a colonial empire without sacrificing an ideagroup for it, and also get benefits to become a decent naval and trade power.How sieges worked in previous incarnations was rather opaque to the player. You saw the progress number increase at what seemed like random intervals, and then eventually the siege was won.Every non-colony now requires a siege as all cities have 1 fort level as default. The level 5 and 6 fort buildings each add +2 to fortlevels.At default, there are 30 days between siege ticks. There are several factors which impact how long it takes between each tick of siege. First of all, your defensiveness value either increase or decrease the time. Then, there is the difference in military tactics between the sieger and the besieged, where each level of difference can affect it with up to 8 days.Warexhaustion & Prestige is the primary impacts on defensiveness, but positive piety, luck & difficulty also affect it.Each siegetick a diceroll is rolled. If the roll is the maximum value, there will be a breach. If the diceroll, previous results, and the modifiers get above a certain level, the siege will be won.The modifiers are commanding officers siege ability, amount of artillery compared to fortlevel, blockade, fort level & breach.In the new siege interface, you can always see when the next tick will happen, what the last diceroll was, and all the modifiers, and you'll also see the chance of the fort falling during the next tick.And just to make sure you are all aware - Europa Universalis IV will release on August 13th!You can pre-order the game here: http://www.europauniversalis4.com/buy [video=youtube;fz7e4sDl4Rk]http://www.youtube.com/watch?v=fz7e4sDl4Rk[/video]