Europa Universalis IV - PDXRyagi
Hello everyone!

We're finally one week away from Europa Universalis IV: Wind of Change release!

The next Wednesday, May 8th, be ready to play with the Incan Empire, the Netherlands, the Timurids, and all the other countries we’ve added content on for this new expansion! Remember that you can pre-purchase it and receive an additional Music Pack with 3 songs to give an extra touch to your campaign with exploration and trade tones.

Meanwhile, we'll be hosting a Winds of Change Stream on our Discord server on Thursday, May 2nd at 13.00 CET, so be sure to check that out if you want to see any specific content of this expansion!

And just before the Release, the same day May 8th, we are going to be streaming on Twitch, to have a final recap of the content for Winds of Change and answer your questions. Foukos (our other new Embedded QA who recently finished the EU4 tutorial after a few thousand hours) and Ryagi, our Community Ambassador, are going to be our champions representing Tinto.

But before that, let’s talk about today’s Dev Diary since we're sharing with you the changelog of the new update, 1.37 'Inca'. Tinto has aimed to deliver an incredible experience with this new update, focusing on expanding the Mission Trees and mechanics for 3 different regions of the world, as well as much more new content, art, and music created for Winds of Change. The whole team is thrilled to share all this content with you, and we hope you are going to enjoy it. At the same time, we’ve also worked on fixing a number of bugs from previous versions, and other tweaks for the game.

Let’s go into the details and see you next week. Cheers!

Changelog Here 👇
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# Expansion Features

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https://store.steampowered.com/app/2854750/

- Incas: A mission tree for the Incas with 40 missions in total, 12 for Cusco to unify the region and form the Incas, and 28 missions for the Incan Empire; 1 new Government Mechanic, the ‘Divine Authority’; 1 new Government Reform, the 'Andean Empire'; 11 new Events; and additional content such as new decisions, mercenary companies, balancing and improvements for the Inti religion, and then Incan National Ideas.

- Aztecs: A mission tree for the Aztecs with 42 missions in total;1 new government mechanic, the ‘Tonalli’; 6 new Government Reforms; 3 new Estate Privileges; 6 new Events; a new Subject type, ‘Nahuatl Tributary’; and additional content such as a new local organization ‘Telpochcalli Academy’, updated National ideas, and new types of peace offers.

- Mayan: A mission tree for the Mayans with 40 missions in total; 2 new Government Reforms, the ‘Divine Kingship’ and ‘Mayan Confederation’; 5 new Estate Privileges; new province modifier for Obsidian in the Yucatan peninsula; and additional content such as new decisions, mercenary companies, and updated religious triggers for the Mayan religion.

- Sunset Invasion: A mission tree for Aztecs / Incas / Mayans with 34 missions in total; 2 new Estate Privileges; 8 new Events; 2 new CB types, ‘Sunset Invasion’ and ‘Sunrise Invasion’; a new subject type, ‘European Colonies’, allowing the creation of subjects in the Old World; and additional content such as naval doctrines, diplomatic actions, and more.

- Netherlands: A mission tree for the Netherlands with 64 missions in total; 4 new Government Reforms, like ‘Seven Provinces’ or ‘Modern Economics’; 5 new Estate Privileges, 12 new Events; and 2 new decisions, ‘Unite Two Crowns’, and ‘Overthrow Statist Stadholder’.

- Austria: A new mission tree for Austria with 53 missions in total, Including 6 branching missions about the ‘Legacy of Charlemagne’, and 6 more about the ‘German Conquest’; 3 new Government Reforms; 9 new Estate Privileges; 12 new Events; 2 new decisions, The ‘Iberian Union’ and the ‘Habsburg Land’; 2 new subject Types ‘Core Vassal’, and ‘Core Personal Union’; a disaster for Austria-Hungary; and additional content such as Diplomatic actions, mercenaries, Imperial Incidents, and disasters.

- Germany: A revamped German mission tree with 30 missions, of which 9 are new, and 21 are updated from the Emperor mission tree; 12 new Government Reforms; a new Government Mechanic, ‘Cultural Unity’; 2 new estate privileges; 15 new events; 2 new CB types, ‘Scramble for Africa’, and ‘Claim a piece’; and a new subject type, ‘Incorporated Vassal’.

- Venice: A new Venetian mission tree with 52 new missions in total; a new government mechanic, ‘The Council of Ten’; 2 new Government Reforms, ‘Promissione Ducale’, and ‘Merchant representation’; 15 new Events; and additional content such as new National Ideas for the ‘Golden Republic’, and a new Local organization, the ‘Scuola Grande’.

- Italy: A revamped Italian mission tree with 46 missions in total, of which 21 are new, and 25 are updated from the Emperor mission tree; 3 new Estate Privileges; 12 new Events; 3 new CB types, ‘Roman Ambition’, ‘Scramble for America’, and ‘Dismantle HRE’; and 1 type of mercenary company, the ‘Lost legion’.

- Bohemia: A new mission tree with 33 new Bohemian missions, including 6 branching missions covering different paths for a Hussite or a Catholic Bohemia; a new Mission tree to form Great Moravia, with 9 missions in total; 2 new Government Reforms, including ‘Bergordnung Reforms’ and ‘Wagenburg Tactics’; 1 new Estate Privilege; 10 new Events; and additional content such as new decisions, updates of the Hussite Religion, and Imperial Incidents.

- Hungary: A new Hungarian mission tree with 42 missions in total; 5 new Government Reforms, like the ‘Apostolic Kingdom’ and the ‘Cuman Lancers’; 2 new Estate Privileges, ‘Vegvar System’ and ‘Hungarian Royal cities’; 15 new Events; 1 new Local Organization, ‘The Order of the Dragon’; and a decision to form Austria-Hungary.

- Theodoro: A new mission tree for Theodoro with 20 new missions, including 4 branching missions about the paths of ‘Russian Alliances’ or ‘Russian Rivalry’; 3 new Government Reforms; 2 new Estate Privileges; 9 new Events; and additional content such as a new Diplomatic Action for Theodoro allowing them to request Foreign Generals from other nations, a new cosmetic country name, ‘Gothia’, and a new CB type, ‘Gothic Invasion’.

- Trebizond: A new mission tree for Trebizond with 20 new missions; 2 new Government Reforms, ‘Empire of Trebizond’. Crusader Nobility; 6 new Events; a new diplomatic action called ‘Heathen royal marriage’.

- Hisn Kayfa: A new mission tree for Hisn Kayfa with 38 new missions in total, including 4 branching missions on the ‘Conquest’ or ‘Alliances’ paths to decide the fate of Anatolia and Persia; 1 new Government Reform, the ‘Ayyubid Dynasty’; 8 new Events; and additional content such as a new flag, the new cosmetic country name ‘Ayyubids’, and more.

- Hormuz & Oman: A new mission tree for Hormuz and Oman with 36 new missions in total, with 18 shared missions, 10 unique missions for Hormuz, and 8 unique missions for Oman; a new Government Mechanic, the ‘Arabic trade influence’; 1 new Government Reform; 2 new Estate privileges, ‘Arabian traders’, and ‘Omani Marines’; 5 new Events; and a new cosmetic country name, ‘Zanzibar’.

- Timurids: A new Mission Tree for the Timurids with 50 missions in total; 2 new Government Reforms; 6 new Estate Privileges; 11 new Events; 1 new CB Type, ‘Reconquest of China’; additional content such as new decisions, a new Subject Type, the ‘Soyurghal’.

- Mughals: A new Mughal Mission Tree with 53 missions in total; 7 new Events; 6 new Estate Privileges; and additional content such as new decisions, and mercenary companies.

- Hordes: 3 new mission trees for the Hordes with 54 missions in total, covering the conquest path of the Tatars, Moghulistan, and the Mongols. 43 are shared missions for all the Hordes, 5 are unique missions for the Tartars, 3 unique missions for Moghulistan, and 3 unique missions for the Mongols, plus 6 Religious branching missions, covering the Devout, Tolerance, and Confucian paths; a new Government Reform; 9 new Estate Privileges; 10 new Events; 1 new Subject Type, the ‘Mongol Brother Realm’.

- 8 new Unit Packs, for the Umbrian, Romagnol, Croatian, Dalmatian, Slovakian, Renish, Westphalian, and Moldavian cultures, with 32 new sprites in total.

- 3 new Music Packs, of Pre-Columbian, Central European, and Central Asian flavors, with 9 new songs in total, plus an additional Music Pack with 3 songs for those Pre-Ordering the DLC.


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# Free Features

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  • Added 10 new achievements: ‘It's all coming together’, ‘Doge Ducats’, ‘Veritas Vincit’, ‘The eagle flies alone’, ‘Mayapahit?’, ‘There Khan only be one!’, ‘Baborg’, ‘Get out of my swamp!’, ‘Timurizz’, and ‘The Hungarian Games’.
  • Added 2 new formable nations, Austria-Hungary and Great Moravia.
  • Added a reworked generic Mission Tree with updated rewards and requirements, like regional claims or discounted advisors, for more than 15 generic or shared mission trees, including European, Berber, Indian, African, and Native American.
  • Changes in the set-up in Mesoamerica, the Andean region, Central Europe, and Central Asia.
  • Added 8 new Great Projects in America, Europe, and Asia for the owners of ‘Leviathan’. The Golden City (Nitra), the Schönbrunn Palace (Wien), the Amsterdam Bourse (Amsterdam), the Venetian Arsenal (Venice), the City of Sarai (Sarai), the Citadel of Aleppo (Aleppo), the Afqa Khojja Mausoleum (Kashgar), and Tzintzuntzan (Patzcuero).
  • Added a new Naval Doctrine for ‘Rule Britannia’, called ‘Pacific Vogaying’.
  • Added 3 new Local Organizations for ‘Golden Century’, the ‘Order of the Dragon’, the ‘Scuola Grande’, and ‘Telpochcalli Academy’.
  • Added new portraits for women advisors for North America, 21 new portraits covering all the possible combinations for administrative, diplomatic, and military advisors.

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# Gamebalance

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# Governments

- The Venetian Government no longer allows switching to a Monarchy or a Theocracy

- It's no longer possible to go over the special unit force limit with the Cossack government interactions

- The Great Mongol Horde government reform now allows to recruit banners in all of the primary culture provinces regardless of what culture they are of

- Government reforms which have the Iqta mechanics are now only usable by Muslims. This affects the Barbery Sultanate and the Ajuuraan Theocracy.

- Meritocracy mechanics can now be used correctly with Republic and Theocracy government types

- The government reform "Royal Marines" is now available to Great Britain and Angevin regardless of their primary culture

- The Great Mongol Empire reform now grants you the Siberian Frontier ability.


# Other

- Vassals contributing negative force limit are no longer affected by Vassals Force limit Contribution modifiers.

- The "Seize Court Resources" subject interaction has its cooldown increased from 5 to 10 years.

- The Mayan religion now gives -10% Cost of Advisors with Ruler's Religion instead of +1 Possible Advisors.

- The Chan Chan Citadel now starts at level 2 instead of 1.

- The Tenochtitlan monument now gives 0.5/1/2 yearly doom reduction instead of 1/2/3.


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# Interface

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# Icons/Art

- Rajputs will no longer have different banner colors in the army view window.


# Tooltips

- Added a tooltip for has_term_election = yes/no.


# Other

- Shift-clicking max accepted gold for a peace offer no longer puts the amount above 100 war score cost total.

- Fixed so that the court view refreshes when there's a new monarch.

- Fixed so game options in the game lobby start at their positions instead of moving to them.

- Cultures that are promoted for free now have an indication.

- Great Project construction progress added to the outliner.


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# Usermodding

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# Effects

- Added round_variable, second value > 0 gives Ceiling, second value = 0 gives Round and second value < 0 gives Floor.

- Added a force_create_marriage effect which allows to creation of royal marriages between nations with religions disallowing it.

- add_accepted_culture_or_dip_power takes in culture slots from tech correctly. Is no longer a scripted effect.


# Modifiers

- Added reverse_relation_with_heretic_religion and reverse_relation_with_heathen_religion modifiers.


# Other

- Added frame_variable for custom icons to avoid many frame clauses.

- Added custom GUI to colonization view.

- Added custom GUI to siege view.

- Added custom GUI to the topbar interface.

- Added a custom_window to the custom_gui.

- Added "on_state_edict_enacted", "on_state_edict_removed", "set_state_edict" effects.


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# Script

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# Achievements

- Trade Protectorates now count for achievements.


# Decisions

- The decision to form Tuscany will no longer display the “Swap your missions” if your missions will not swap

- All Adm Tech 20 Formable countries will now require Adm Tech 18.

- Forming the LPC will no longer change your Lithuanian primary culture to Polish and the latter will just be an accepted culture.

- The "Thalassocracy" Decision now may be completed with Trade Ideas.

- You no longer need to have direct control over the Chinese cities, Central Asia, Crimea, and Urals to form the Mongol Empire.

- Forming Japan will now grant claims on Korea if the Domination DLC is active.



# Events

- The event "The Destruction of the Persian Embassy" now properly refers to Persia.

- The Mamluk mission Naval Enterprise's event reward will offer a choice for players without the Rule Britannia or Golden Century DLCs.

- Added a second option in the Rebirth of Great Armenia event to allow keeping your old idea set

- The event "A Very Strategic Marriage" can no longer trigger while either Castile/Spain or Austria are at war.

- The End of the Tatar Yoke event has now a different description if it breaks when the Horde owner changes its government reform.

- The event "The Milanese Succession" will grant a vassal instead of a union CB if Milan is ineligible for a union.

- The event Feast of the Dead will no longer fire for non-Dakota culture countries.

- The event Porcelain in Meissen will now correctly grant a Mill or upgrade the Production building if possible.

- The event "Fall of the Mamluk Sultanate" will not trigger if Egypt already exists.

- The Persian event 'Weaving Gold & Silk' now properly gives prestige or mana.


# Ideas

- The Aztec idea of "Imperial Tribute" now gives 1 Monarch Power Tribute from the Tributary States and -10% Liberty Desire of Subjects instead of 10% Tax Efficiency, the Aztec idea of "Pochtecayotl" now also gives +10% Burgher loyalty equilibrium.

- The Incan idea of "Machu Picchu" now gives -10% Great Project Upgrade Cost; the Incan idea of "Quipu" now gives -5% Administrative Tech Cost.

- Tuscan Traditions now offer Reformed and Protestant alternatives to Papal Influence.


# Missions

- Fixed some wrong highlighting for the "The Eyalet of Persia" Ottoman mission.

- Fixed a broken tooltip for the requirements of the tur_venetian_relations Ottoman mission.

- The Russian Mission mos_rus_conquer_persia will no longer mismatch the requirement religion with the effect of the potential ally it requires.

- The Qing mission "Expel Foreign Merchants" will now correctly grant its reward.

- The Russian mission "Appease the Patriarchate'' makes it now extra clear that the reward does NOT remove the state maintenance from consecrated Metropolitans. It just slaps a -10% local state maintenance on the modifier which negates the extra cost.

- The Ottoman mission "The Eyalet of Persia" will no longer give claims on the Khorasan region as the previous mission already gave these claims before.

- Georgia AI will no longer vassalize the Trebizond player by completing "Deal with the Komnenids".

- The mission "Modernize the Banners" for Qing, now has a fallback if the EoC does not exist.

- The Polish mission Varna Aftermath will no longer check for the Emperor DLC for one of its effects.

- The Songhaian mission "Army Professionalism" can now be completed even if you don't own Cradle of Civilization.

- Generic missions now have generally more flavorful and interesting rewards.


# Setup

- Renamed Chagatai to Moghulistan.

- The starting ruler of Oirat now has his birth year set to 1407

- Venice now has Thessaloniki (ID: 148) at the game start

- Replaced all mentions of "Tarascan" with "Purépecha" due to the former being a derogatory term

- Tarija is now a mountain province, and Camana is now a Coastal Desert province.


# Other

- Renamed the "Imperial Ban" cb from incidents to "Imperial Campaign".

- Added AI logic to the new policies from 1.35, allowing them to pick those policies.

- Added dynamic province names for Austrian and Bavarian cultures.

- The Great Mongol Horde government reform can now recruit banners in all of their primary culture provinces regardless of what culture they are of.

- The Anglican church action "Reformation Diplomacy" now also affects Hussites.

- The government reform "Royal Marines" is now available to Great Britain and Angevin regardless of their primary culture.

- Improved the tooltiping of the Burgundian Inheritance, notifying the player that they will declare war on Burgundy in 10 days.

- The Burgundian Succession will now properly tell you what provinces you release when the Emperor demands the Lowlands. Additionally, you no longer release provinces that are NOT part of the HRE and are NOT Dutch, Flemish or Frisian.

- The Burgundian Succession will no longer trigger when Burgundy has already fallen into a PU under somebody else before.

- It is now possible to be eligible for the Burgundian Succession by accepting a royal marriage by Burgundy too. In other words, you are no longer forced to be the one sending the Royal Marriage to Burgundy.

- Modernizing as a native country will now properly replace your buildings with an adequate new building (said replacement cannot be from a higher tech than tech 10 though, and manufactories are excluded).

- The Technotitlan monument now gives 0.5/1/2 yearly doom reduction instead of 1/2/3.

- The capitals of Theodoro and Hisn Kayfa are now treated by the AI as fixed.

- Orthodox rebels can no longer convert your provinces when you give in to the Pope's pressure and form the Latin Empire.

- The circumnavigation event now gives monarch power if you have already 100 Prestige.


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# Bugfixes

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- Fixed heir and consort names for Janissary countries.

- province_trade_power_modifier is now called "Local Trade Power Modifier" instead of just "Local Trade Power", a name that is already used by province_trade_power_value.

- AI will now want to form Spain Diplomatically.

- Fixed the issue of being able to declare war on someone transferring trade power to you when either you or the recipient are subjects.

- Fixed issue where music would start playing when paused and locked windows.

- Fixed an issue that allowed Russia to gain modernization from countries that are technologically not any more advanced than Russia.

- Fixed tax increase not being displayed in confirmation popup when the development of temple privileges is active.

- Fixed so “Strong Duchies” and better integration estate privileges don't get removed when tag switching.

- Spy network now correctly transfers over when the target forms a new country.

- Fixed parliament seat map mode tooltip.

- Fixed the issue with having to double-click the trade node button in the province view.

- Fixed how we decide what government icons to show for tribes.

- Fixed issue with not being able to cancel construction of annexed subjects.

- Fixed an issue where monastic orders could generate female heirs.

- Fixed so loading from in-game resets province highlights.

- Fixed a hot join desync related to the tariff being set to 0.

- Fixed a CTD related to AI attempting to claim RNW state.

- Fixed potential crashes when annexing countries that have hereditary pronoiars.

- Fixed missing tooltips for scripted GUI in the celestial empire view.

- Fixed custom GUI not working in the parliament view.

- Fixed a crash when using custom GUI scripted boxes when they aren't defined in custom GUI files.

- Pathfinding will now correctly take into account open seas when finding a sea path greatly penalizing moving through them.

- Changed the description of the Warned popup to mention only bordering countries, not all countries.

- Decisions linked with estates now show their names correctly in the statistics and history window.

- Fixed a bug with the Grown by development trigger which was making the French mission Shield of Outremer harder after a reload.

- Colonies will no longer use colonial region colors when playing without Leviathan DLC.

- Greatly shortened the vassal modifier description tooltip.

- Fixed weird indentation for separatism effects.

- Getting an upgraded default trade policy will now correctly set all merchants to it.

- Provinces no longer get bonus trade power from “Promote Investment” action when they are not in a trade company.

- Fixed one missing new line in trade power modifiers.

- Changed description of the Spread Revolution peace treaty to no longer say the revolution will be spread only on one continent as it is no longer true.

- The music player will now correctly display the pause button when the music is playing.

- Annexing a subject will no longer use up more diplomatic power than needed.

- Placate ruler can no longer be used when the modifier is at -100% LD.

- Breaking alliances with Favours is now possible without the Rights of Man DLC.

- Fixed areas appearing in the claim area diplomatic action menu even though there are no provinces to be claimed.

- Flagship modifiers given to a country now are correctly applied to the flagships owned by that country.

- Fixed a gray window appearing when trying to build boats in a landlocked country.

- Fixed a bug that disallowed giving away province occupations in some cases.

- The Tooltip for not being able to build a building in a province now correctly displays the reason when it's due to a missionary or cultural conversion.

- AI will no longer be able to declare a war on the date a truce ends making the player unable to declare a war themselves.

- Attacking vassals will now correctly call in a coalition that their overlord is part of.

- AI will no longer be able to cancel the movement of a unit if it is not allowed to stay in a province. AI will no longer be able to hide boats in occupied provinces.

- type = random will no longer crash the game due to wrong Province ID calculation.

- Imperial incidents do not refer to the wrong countries.

- Macrobuilder now correctly shows special unit constructions in the special unit force limit number.

- Fixed inconsistent displayed values for force limit with special mercenaries not contributing to force limit.

- Ai will now take Defender of Faith when possible.

- Fixed framerate drop in the economy tab while playing as a big nation.

- Fixed a bug where attaching units to already moving units causes the attached units to desync with the main army.

- Removed the ability to cancel any movement with automatic ship transportation.

- Fixed modifiers in reforms for players with missing DLCs.

- Fixed overextension events not firing at all as well as on_overrun on action not firing any events.

- Calling an ally who is also a defender of faith into an offensive war won't cause the tooltip to display wrong information.

- Chance to inherit personal unions modifier now adds correctly to the overall chance.

- Centers of Reformation will now use the owner's heathen missionary strength when converting heathen provinces.

- Army maintenance will no longer influence mercenary morale damage.

- Added a missing new line after a change of siege effect.

- Fixed missing localization for mechanic_heirs.

- Changing the name of an heir will no longer speed up personality gain timers for the ruling monarch.

- "Establish the Qizilbash Regiments" privilege's modifiers are no longer hidden until it is enacted.

- Scripted triggers with estate_influence no longer fail trigger validation.

- Fixed custom attributes not appearing in government reform tooltips.

- Knowledge-sharing actions now correctly calculate colonial range.

- Imperial Mercenaries will no longer cost negative money when hired with enough negative modifiers.

- Strict Drillmaster and Inspirational Leader leader personality traits now work correctly giving modifiers to armies.

- Subjects not costing a diplomatic relation no longer cause royal marriages with them to cost a relation slot.

- The 'Cannot combine with' tooltip for peace options now correctly displays the one for annul treaties.

- Outliner now correctly shows that vassal annexation is halted when their provinces are occupied.

- Personal Union calculations are no longer different for nations with more than 1000 development.

- It is no longer possible to rival yourself after forming a nation.

- It is no longer possible to mothball and move ships at the same time, locking them forever in a sea tile.

- Fixed incorrect localization for Rajput regiments in tooltips.

- Regency ending notification no longer appears with Leviathan DLC disabled.

- Disband ship tooltip and message no longer displays max sailor count incorrectly.

- Upgrade trade center notification no longer appears with Dharma DLC disabled.

- Fixed the chat channel kick button and added tooltips.

- Fixed issues with independence support war declarations when multiple subjects are involved.

- Fixed issue with tooltipping past incident of Hanseatic League Decline not mentioning who got embargoed.

- Fixed a bug where the capture of the Ming emperor event would trigger for the Ming heir instead of the ruler.

- Fixed an issue that fired the starting Georgian events when reloading the savefile as a custom nation Georgia.

- The Nizwa Fort Great project will now grant attrition in the area, in the third tier.

- Fixed an issue with the Mamluk agenda 'Develop Military Infrastructure.

- The 'Mercantile Relationship' Mamluk mission will no longer reference Galleas special units if you don't own 'Domination.

- The event 'Heirs of the Romans' will no longer remove the 'Armenian Union' modifier for Georgia.

[/expand]
Europa Universalis IV - PDXRyagi
Hello everybody! Welcome to today’s Developer Diary!
My name is Stefan and this is my first time presenting a Dev Diary, so let me do a small introduction.
I am acting as the 3D Art Coordinator at Tinto and my main responsibility is to coordinate all the efforts of the Tinto 3D art team and make sure we create a cohesive and consistent artist look.
Now, let's proceed and allow me to present some artwork for Winds of Change DLC. Afterward, Dargeths will present the new achievements for the 1.37 update.

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Loading Screen
As usual, the first piece of art is the loading screen. Since the Incas are one of the pillars for the Winds of Change DLC and the free update, we’ve decided to introduce a new leader for the Pre-Columbian Civilizations, marking the first since El Dorado in 2015, which featured Moctezuma II in Tenochtitlan. Our choice was Pachacuti Inca Yupanqui, also called Pachacútec (1438–1471), because of his importance as the founder of the Incan Empire.

Pachacútec was the ninth Sapa Inca of the Kingdom of Cusco, one of the most important cities in the Incan Empire. He successfully brought together the territories spanning from Quito to present-day Chile, forming the Incan Empire. Among his notable achievements was the creation of the world-famous Machu Picchu. Therefore, we decided to portray him in front of this town at its peak, full of gardens and llamas. Fun fact, in Quechua, Pachakutiy means 'the turn of the world'.

So we can probably say that he is the perfect candidate for Winds of Change since this DLC is about changing, and updates focusing on almost half of the world!


(A higher resolution image can be found over on our forums)

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UI Art

Our 2D artists have spent the last few months creating new illustrations and icons. More than 300 new art assets have been added to the DLC, including more than 100 new mission icons, 25 new government reforms, and 5 new government mechanics to cover all the content created for Winds of Change and the 1.37 update. Here are some of our favorite examples:








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Unit Models


Moving on to 3D models, with Winds of Change we have included 32 new unit models.

Our criteria for choosing the specific countries was to focus on areas lacking distinctive representations, presenting a considerable challenge as we've already explored most of the globe in previous DLCs. So let’s see who’s ending up with the newest fanciest uniforms and cool hats.

Romagnol Culture




Romagnoli is one of the most important cultures in what is modern Italy today, while in the past the Duchy of Ferrara was involved in the infighting with their neighboring states in the region. One of our main inspirations was the Gala armor of the Italian General Alessandro Farnese, Duke of the Parma and Piacenza, which is very clear in the design of the early age armor set, and the heavy armor is also visible on the second unit, before going into a more modern and light uniform for the later ages, with more focus on agility and utility.

Umbrian Culture




The Umbrian countries (Urbino, Spoleto, and Perugia) fell under the control of the Papal States in the Middle Ages. They used a great variety of armor pieces, but in general, they wore padded clothing, chainmail, breastplates, and helmets. We see that especially between the 15th and 17th centuries, one of our inspirations for them was the Infantry of House Frederico da Montefeltro. For the later ages, the uniforms were also more based on mobility and utility, with the use of belts and pouches for ammunition and occasionally swords or bayonets as well.

Rhenish Culture




The Rhenish units came from one of the most important regions in Germany during the period, and had great recognition for their military force and discipline, playing an important role in European military history during the 16th and 17th centuries. For the units in the earlier ages, we got inspiration from the typical Rhenish Palatinate Landsknecht outfit, with its intricate designs and very unique use of colors and style. For the later ages, the main inspiration was the Regiment Von Nassau and also the 2nd battalion of the 6th Infantry of the Confederation of the Rhine.

Westphalian Culture



The Westphalian units (like Munster, Dortmund, or Oldenburg) had a very significant military history in Europe during the 16th and 17th centuries. For our early-age units, our main inspiration was the Maximilian armor, a typical 16th-century German plate armor made in steel and decorated in a very specific way that helped to deflect blades during melee combat.

Dalmatia Culture




Most of Dalmatia, in the eastern coast of the Adriatic sea, was part of the Venetian Republic for most of the period, their inhabitants having served in the armies, while the most relevant independent state in 1444 was the Republic of Ragusa. The Dalmatians' impact and expertise in maritime warfare are clearly apparent in the design of the units, crafted to maintain the essence of a military force seamlessly integrated with a naval fleet.

Croatian Culture




As Croatia was part of the Habsburg Monarchy during most of the period, they were quite important for the military forces of the Habsburg and were involved in many conflicts and campaigns across Europe, including the Thirty Years War. One notable feature of the units is the influence of this Croatian military style, showcased in one of the outfit designs featuring their distinctive cravat. This design also served as inspiration for the formation of the Cravat Regiment in contemporary Croatia. Additionally, countries with Slovenian culture will use these Croation unit models as well.

Moldavia



Moldavia starts in EUIV as an independent principality, but soon after fell under the control of Lithuania, then passed into the hands of the Ottomans for about 200 years, and finally was annexed by Russia at the end of the 18th century, which would make their units to be part of different army forces of the Eastern European region. Nevertheless, they managed to maintain some independence during all these years. We have tried to portray their culture while showing some influence of their rulers. For the late-age uniform we decided to use a tall shako with leather details, decorative lace on the pants and utility belt, and sashes for the sword and sharp-looking jacket.

Slovakian Culture



The Slovakian units are based upon the region of Nitra, situated in present-day Slovakia, a region mostly that was controlled first by Hungary, and then by the Habsburg monarchy. Our design inspiration drew heavily from early Habsburg military attire. We decided for a more distinctive approach by crafting lighter variations of these uniforms, avoiding bulky breastplates and armor in favor of a more agile appearance.


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Portraits for Woman Advisors in North America


As we mentioned last week, we have decided to include the last possible combinations of advisors that were missing, to cover all the different graphical cultures (such as European, African, Muslim, and East Asian cultures). This means that with the upcoming Update 1.37, you will be able to enjoy a total of 21 new portraits for women advisors in North America. These portraits will cover all the possible combinations for administrative, diplomatic, and military advisors. Let's take a look at all of them!



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Winds of Change Art

We are extremely happy about the great reception that the key art for Winds of Change has received. We would like to take this opportunity to give you some context as to who the different characters starring in this art piece are. The idea behind this illustration is to portray these three different rulers facing the dawn of a new age. Let’s start with the closest ruler; the last Incan, Atahualpa. The second is Babur, founder of the Mughal Empire and descendant of Timur and Genghis Khan. And the last one is William of Orange, also known as the Silent, who was the leader of the Dutch Revolt against the Spanish Habsburgs.


(As with the loading screen art, you can find a higher resolution over on our forums)

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Achievements

Let’s move to the next section since [USER=1611326]@Dargeths[/user] is going to talk about Achievements implemented in 1.37.



It's all coming together

Complete the Incan mission tree (Sunset invasion missions excluded).

A path of conquest for the Inca is waiting for you, it only requires adoring the Inti Gods, embracing the Andean traditions, and pulling the right lever.



Doge Coins

Starting as Venice, become the Economic Hegemon.

A rich doge is a happy doge, especially when he has an enormous fortune thanks to his crazy investments that can reach to the moon.



Veritas Vincit
Starting as Bohemia, make Hussite the official faith of the Empire and become the Emperor.

With the Emperor dethroned it is time to redecorate a bit. The Goose seems superior to an eagle anyway!



The eagle flies alone
Starting as Hisn Kayfa, reach a forcelimit of 500k

We know that Hisn Kayfa already had one achievement but is not enough to calm the ambitions of the Saladin Eagle. Now you have a second excuse to do the new playthrough of Hisn Kayfa into Ayyubids.



Mayapahit?

Starting as any Mayan country, form Maya and own or have a subject own the island of Java.

What happened? You seem confused. Majapahit? What is that? It has always been Mayan land.



There Khan only be one!

Starting as a Steppe Horde, ensure there exists no other horde on the world.

The steppes are a land of greedy and ruthless people. Here alliances and brotherhoods are created as quickly as they are destroyed. Only a warrior can survive unifying the Hordes under a single rule.



Baborg

As the Mughals, assimilate at least 12 culture groups.

Babur was famous for forming the Mughal Empire and conquering most parts of India. But the Babur's ultimate goal is ’achieving perfection’ and assimilating the rest of the world.



Get out of my swamp!

As the Netherlands, own all of the Low Countries and have 50% or more Fort Defense.

Sooomebody once told me, the world is gonna roll me… And even more so if you decide to go into the Dutch swamp.



Timurizz
Starting as the Timurids, have 75 prestige and 5 allies with 100 trust and 150 opinion

The lame was a benevolent ruler who decided to spread love and freedom to Central Asia, or that is what I remember from school.



The Hungarian Games
Starting as Hungary, win 23 battles with the Black Army against at least 12 different countries.

The Hungarian Games are close to starting, but this year the Black Army has all the numbers to achieve the victory over the rest of the tributes.

A last note. Since Winds of Change and the 1.37 ‘Inca’ update is are mainly focused on giving flavor to different regions and countries, we have adjusted different old achievements related to the new content added from previous patches to make sure that all of them are possible to complete with the new set-up for Europa Universalis IV.

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This concludes this week's Dev Diary and also the second to last Dev Diary before the release of Winds of Change. Next week, Dargeths will talk about the Patch Notes for the 1.37 Inca Update.
Europa Universalis IV - PDXRyagi
Hello and welcome to the latest EUIV Dev Diary! Today, I’m going to present you a bit different one, addressing various topics related to the upcoming DLC and patch:

  • The trailer and release date for Winds of Change, our newest Expansion for Europa Universalis IV
  • A summary of all the features that are available in Winds of Change.
  • A showcase of the free content we've included in the 1.37 ‘Inca’ update, which includes improvements to the base game, new modding tools, a fresh set of portraits for women in North America, and a total of nine new monuments exclusively for owners of the Leviathan DLC.
Before diving into the details, I would like to share the amazing trailer that our Marketing team has prepared for Winds of Change. Let us know what you think!



So, you may wonder what’s Winds of Change about, all in all? As you may have seen in the previous Dev Diaries, we have endeavored to add new content for 3 very different regions of the world, as America, Europe, and Central Asia are receiving new flavor in the upcoming DLC. So the main topic is the rise from the ashes of old empires, and the creation and the first steps of new ones. All of this is accompanied by the exploration into new lands, the trade of valuable resources, and the defeat of powerful enemies with your armies. You are going to be able to face different starting points from a very humble beginning, then overcome almost impossible odds to become a world hegemon.

Therefore, to those eagerly anticipating playing the new expansion, I have good news: Winds of Change will be released on May 8th. And if you wish to pre-purchase our DLC, you can do so now, in which case you will receive a bonus Music Pack that includes three songs. These songs will be unlocked on the same day as the expansion. The theme of them is exploring and trading in the new frontiers, with each song being about one of the regions that we’ve focused the new content on for Winds of Change:

  • Atlantic Navigation - For those who want to immerse themselves as adventurers traveling to the New World.
  • Hanseatic Trade - For those who want to immerse themselves as a Sea Wolf visiting different harbors and towns.
  • Silk Road - For those who want to immerse themselves in this millennia-long trading road.

https://store.steampowered.com/app/2854750/Expansion__Europa_Universalis_IV_Winds_of_Change/

Let's dive now into the details of this Dev Diary, starting with a recap of the main features of Winds of Change. Similar to the approach we took with King of Kings, we want to provide you with a comprehensive overview of all the content that we have prepared for this DLC. We believe in the importance of transparency and clarity when it comes to the type and amount of content that this expansion will bring to the game.

Our ambition with Winds of Change has been creating interesting situations for the most requested countries that have not received content in a while. That’s said, let’s move on.


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Incas

The Inca Empire is ready to control all the Andes, from Quito to Patagonia, crushing whatever enemy questions their domain.

  • A mission tree for the Incas with 40 missions in total, 12 for Cusco to unify the region and form the Incas, and 28 missions for the Incan Empire.
  • 1 new Government Mechanic, the ‘Divine Authority.’
  • 1 new Government Reform, the 'Andean Empire'.
  • 11 new Events.
  • Additional content, such as new decisions, mercenary companies, balancing and improvements for the Inti religion, and National Ideas for the Incas.

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Aztecs

Consolidate the Mesoamerican tribes under your domain offering sacrifices to the Aztec gods.

  • A mission tree for the Aztecs with 42 missions in total.
  • 1 new government mechanic, the ‘Tonalli’.
  • 6 new Government Reforms.
  • 3 new Estate Privileges.
  • 6 new Events.
  • A new Subject type, ‘Nahuatl Tributary’.
  • Additional content, such as a new local organization ‘Telpochcalli Academy’, updated National ideas, and new types of peace offers.

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Mayan

The Yucatan peninsula has always been full of jungles and dangers. Manage to unite the Mayans once again using the environment in your favor.

  • A mission tree for the Mayans with 40 missions in total.
  • 2 new Government Reforms, the ‘Divine Kingship’ and ‘Mayan Confederation’.
  • 5 new Estate Privileges.
  • New province modifier for Obsidian in the Yucatan peninsula.
  • Additional content, such as new decisions, mercenary companies, and updated religious triggers for the Mayan religion.

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Sunset Invasion

It's time to face the newcomers and expel them from our lands. Use their technology to upgrade your empire and even prepare your army for a counterattack on their lands.

  • A mission tree for Aztecs / Incas / Mayans with 34 missions in total.
  • 2 new Estate Privileges.
  • 8 new Events.
  • 2 new CB types, ‘Sunset Invasion’ and ‘Sunrise Invasion’.
  • New subject type, ‘European Colonies’, allowing the creation of subjects in the Old World.
  • Additional content such as naval doctrines, diplomatic actions, and more.

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Venice

The Serenissima Republic of Venice has lost the momentum gained over the last century. The Ottomans have begun to cut off its commercial influence in the Mediterranean, something they cannot afford.

  • A new Venetian mission tree with 52 new missions in total.
  • A new government mechanic, ‘The Council of Ten’.
  • 2 new Government Reforms, ‘Promissione Ducale’, and ‘Merchant representation’.
  • 15 new Events.
  • Additional content such as new National Ideas for the ‘Golden Republic’.and a new Local organization, the ‘Scuola Grande’.

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Italy

Italy has always been proud of its heritage as the true successor of Rome. If they can achieve the unification of the peninsula, they can try to revive their ancient glory.

  • A revamped Italian mission tree with 46 missions in total, of which 21 are new, and 25 are updated from the Emperor mission tree.
  • 3 new Estate Privileges.
  • 12 new Events.
  • 3 new CB types, ‘Roman Ambition’, ‘Scramble for America’, and ‘Dismantle HRE’.
  • 1 type of mercenary company, the ‘Lost legion’.

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The Netherlands

The Dutch mercantile empire is awakening. Trade and exploration have never been so profitable under the rule of the Orange family.

  • A mission tree for the Netherlands with 64 missions in total.
  • 4 new Government Reforms, like ‘Seven Provinces’ or ‘Modern Economics’.
  • 5 new Estate Privileges.
  • 12 new Events.
  • 2 new decisions, ‘Unite Two Crowns’, and ‘Overthrow Statist Stadholder’.

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Hungary

The Magyars dominated different thrones not so far ago. With the Black army on their side, they will try to reconquer the lost power over their neighbors.

  • A new Hungarian mission tree with 42 missions in total.
  • 5 new Government Reforms, like the ‘Apostolic Kingdom’ and the ‘Cuman Lancers’.
  • 2 new Estate Privileges, ‘Vegvar System’ and ‘Hungarian Royal cities’.
  • 15 new Events.
  • 1 new Local Organization, ‘The Order of the Dragon’.
  • The ability to form Austria-Hungary.

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Austria

The Habsburgs have always been open to diplomatic marriages to increase their ambition to dominate the whole of Europe under one dynasty.

  • A new mission tree for Austria with 53 missions in total, Including 6 branching missions about the ‘Legacy of Charlemagne’, and 6 more about the ‘German Conquest’.
  • 3 new Government Reforms.
  • 9 new Estate Privileges.
  • 12 new Events.
  • 2 new decisions, The ‘Iberian Union’ and the ‘Habsburg Land’.
  • 2 new subject Types ‘Core Vassal’, and ‘Core Personal Union’.
  • A new formable nation, Austria-Hungary.
  • Additional content such as Diplomatic actions, mercenaries, Imperial Incidents, and disasters.

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Bohemia

The Hussite Wars have put Bohemia in a difficult position. Claim the Emperor's crown by staying in the catholic church, or claim it by force in the name of the Hussites.

  • A new mission tree with 33 new Bohemian missions, including 6 branching missions covering different paths for a Hussite or a Catholic Bohemia.
  • A new formable nation, Great Moravia, with its own branching mission tree, with 9 missions in total.
  • 2 new Government Reforms, including ‘Bergordnung Reforms’ and ‘Wagenburg Tactics’.
  • 1 new Estate Privilege.
  • 10 new Events.
  • Additional content such as new decisions, updates of the Hussite Religion, and Imperial Incidents.

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Germany

Navigate the different cultures of the German lands and unify them into a true empire, ready to claim its place in the sun.

  • A revamped German mission tree with 30 missions, of which with 9 are new, and 21 are updated from the Emperor mission tree.
  • 12 new Government Reforms.
  • A new Government Mechanic, ‘Cultural Unity’.
  • 2 new estate privileges.
  • 15 new events.
  • 2 new CB types, ‘Scramble for Africa’, and ‘Claim a piece’.
  • Added a new subject type, ‘Incorporated vassal’.

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Hisn Kayfa

The last bastion of the Ayyubids is ready to take control again and unite Syria, Egypt, and Arabia under their dynasty.

  • A new mission tree for Hisn Kayfa with 38 new missions in total, including 4 branching missions on the ‘Conquest’ or ‘Alliances’ paths to decide the fate of Anatolia and Persia.
  • 1 new Government Reform, the ‘Ayyubid Dynasty’.
  • 8 new Events.
  • Additional content such as a new flag, the new cosmetic country name ‘Ayyubids’, and more.

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Hormuz /Oman

Assert your dominance in the Arabian Peninsula and create a Trade Empire over India, East Africa, and beyond.

  • A new mission tree for Hormuz and Oman with 36 new missions in total, with 18 shared missions, 10 unique missions for Hormuz, and 8 unique missions for Oman.
  • A new Government Mechanic, the ‘Arabic trade influence’.
  • 1 new Government Reform.
  • 2 new Estate privileges, ‘Arabian traders’, and ‘Omani Marines’.
  • 5 new Events.
  • A new cosmetic country name, ‘Zanzibar’.

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Trebizond

The prestigious Kommenoi family needs to restore their power using alliances, no matter what type of faith they proceed.

  • A new mission tree for Trebizond with 20 new missions.
  • 2 new Government Reforms, ‘Empire of Trebizond’. Crusader Nobility
  • 6 new Events.
  • A new diplomatic action called ‘Heathen royal marriage’.

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Theodoro

The Gothics in Crimea are waiting to expand their domains over the Black Sea. New campaigns and invasions are in store for those who are ready to raise the banner again.

  • A new mission tree for Theodoro with 20 new missions, including 4 branching missions about the paths of ‘Russian Alliances’ or ‘Russian Rivalry’.
  • 3 new Government Reforms.
  • 2 new Estate Privileges.
  • 9 new Events.
  • Additional content such as a new Diplomatic Action for Theodoro allowing them to request Foreign Generals from other nations, a new cosmetic country name, ‘Gothia’, and a new CB type, ‘Gothic Invasion’.

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Hordes

Foreign Powers have encroached onto the steppe lords of Asia. Put an end to their decline and raise the banners of renewed conquest.

  • 3 new mission trees for the Hordes with 54 missions in total, covering the conquest path of the Tatars, Moghulistan, and the Mongols. 43 are shared missions for all the Hordes, 5 are unique missions for the Tartars, 3 are unique for Moghulistan, and 3 are unique missions for the Mongols. Plus 6 Religious branching missions, covering the Devout, Tolerance, and Confucian paths.
  • A new Government Reform.
  • 9 new Estate Privileges.
  • 10 new Events.
  • 1 new Subject Type, the ‘Mongol Brother Realm’.
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Timurids

Timur was a threat that only a few remember. His heirs have ruined a once-great legacy and the empire is close to collapse. It’s time to take control and decide the fate of an Empire that will shape and impact the history of the world.

  • A new Mission Tree for the Timurids with 50 missions in total.
  • 2 new Government Reforms.
  • 6 new Estate Privileges.
  • 11 new Events.
  • 1 new CB Type, ‘Reconquest of China’.
  • Additional content such as new decisions, a new Subject Type, the ‘Soyurghal’.

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Mughals

Coming from Central Asia, this Gunpowder Empire has only one objective in mind: "Conquering India and embracing their heritage and traditions”.

  • A new Mughal Mission Tree with 53 missions in total.
  • 7 new Events.
  • 6 new Estate Privileges.
  • Additional content such as new decisions, mercenary companies.

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Flavour Content
  • 32 New Unit Sprites.
    • 4 new units for Umbrian culture.
    • 4 new units for Romagnol culture.
    • 4 new units for Croatian culture.
    • 4 new units for Dalmatia culture.
    • 4 new units for Slovakian culture.
    • 4 new units for Moldavia.
    • 4 new units for Renish culture.
    • 4 new units for Westphalian culture.
  • 3 New Music Packs, with 9 new songs in total.
    • Music pack with 3 new songs of Pre-Columbian flavor.
    • Music pack with 3 new songs of Central European flavor.
    • Music pack with 3 new songs of Central-Asian flavor.
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Let’s now move into the content added as a part of the free 1.37 ‘Inca’ update. The first decision we made was to take a look at the generic mission trees, which have not received attention over the years, therefore making their overhaul to be consistently on the player’s wishlist.

Although we have not reworked the entirety of the missions, as many country-specific missions are dependent on them or their structure, we have decided to at least update them and give them some much-needed attention.

First of all, we have addressed the lack of claims. In the new update, generic missions will award you with claims on neighboring provinces, and as you progress further down the tree, you will also gain permanent claims on your home region and on all neighboring areas.



Secondly, we have updated some of the rewards, making stuff such as Prestige, Army Tradition, or Mercantilism be converted into monarch points should you go over the limit of these resources. For example, the effect add_prestige was replaced by add_prestige_or_monarch_power.

Moreover, many missions have received completely new rewards, including discounted advisors, explorers, admirals, power projection, and more!

Overall, we have given a facelift to about 15 different generic or shared mission trees, including European, Berber, Indian, African, and Native American, just to name a few.

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Let’s move to the modding part. We have added new functionalities to allow you to create content. The most relevant tools are:

  • Icon frames can now be tied to variables of ROOT. It allows for easier implementation of progress bars as well as making icons with many frames no longer require many if clauses.

Code:
custom_icon = { ... frame_variable = "variable_name" #Use the value of a variable to determine the icon frame ... }
  • The custom window has been added as a new interface element that can hold other scripted and non-scripted elements inside it. It allows for easier organization of the UI and saves on the performance of checking potentials. Windows not fulfilling its potential won't check the potential of the elements inside it.

Code:
custom_window = { name = custom_window_testing #Must match a scripted windowType in a .gui file potential = { } #Determines when the window is visible, and will affect every other gui object inside it, not running their potentials if the window isn't visible. }

  • Custom gui can now be put inside any descendant of any of the interface elements inside the example.txt file. It is now possible to have a chain of: Vanilla window -> Non-scriptable window -> Scriptable element
  • New windows received support for custom elements:

  • Colonization view (colonisationpanel.gui - colonisationpanel)
  • Siege view (siege.gui - siege)
  • Topbar panel (topbar.gui - topbar)

  • New math effects have been added:

Code:
round_variable = { which = <name> value = <float> # If value < 0 round down # If value = 0 round # If value > 0 round up } sqrt_variable = { which = <name> } random_variable = { which = <name> value = <float> # Random from 0 to value } modulo_variable = { which = <name> value = <float> }

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Another free upgrade of this patch is going to be the addition of portraits for women advisors in North America. This is the last cultural graphic that was missing its female counterpart, and since we have been touching America in this DLC, we have not lost the opportunity to fix this issue. Let’s take a look at some examples:

Master of Mint:


Spymaster:


Army Reformer:


Next week, we are going to take an even-closer look at them, since we are going to have Art Dev Diary for Winds of Change.

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Before finishing the DD, let’s talk about Monuments. We have added 9 new Great projects for Leviathan owners. This time we added 4 extra monuments for Central Europe (in the Netherlands, Venice, Austria, and Carpathia), 3 in Asia (in the Pontic Steppes, Central Asia, and Syria), and 1 in America (Mexico).

The Golden City, in Nitra:


Schönbrunn Palace, in Wien:


Amsterdam Bourse, in Amsterdam:


Venetian Arsenal, in Venice:


City of Sarai, in Sarai:


Note: This is a movable monument!

Citadel of Aleppo, in Aleppo:


Afaq Khoja Mausoleum, in Kashgar:


Tzintzuntzan, in Patzcuaro:


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As always, we have mange to solve hundreds of bugs reported on the forums with your help.

This is all for today. I hope you will enjoy playing the upcoming content as much as my colleagues from PDX Tinto and I have enjoyed creating it. Winds of Change has allowed us to rework and improve a lot of countries that are among our favorites, so we are excited to see which type of interesting playthroughs you are going to experience soon.

If you want to learn more about the content of this DLC, don’t hesitate to read the previous Dev Diaries or join us tomorrow at 17.00 to explore the new content for the Netherlands and Venice together with jobarin94 (our new Embedded QA with thousands of hours in EUIV, as befits a QA) and Community Ambassador Ryagi. As always this will be on the Paradox Twitch account.

In next week’s Dev Diary, Vonboe, our 3D Art Coordinator, will be showing the Art for Winds of Change, while I will present the new Achievements for the 1.37 patch. See you!
Europa Universalis IV - PDXRyagi
Hello and welcome to another Developer Diary! Today we shall talk about the last two nations that will receive specific content for this DLC. But before we start, I should mention some further tweaks based on your feedback from previous DDs:
  • Montezuma no longer starts as a general for the Aztecs. In exchange, you’ll be able to convert him to one through a decision with the general stats he used to have before. If you feel lucky, you can use the normal way to make a ruler into a general if you think you can roll higher stats though.
  • The modifier for “Rise of Montezuma” will give Average Monarch Lifespan in order to keep your ruler alive for longer.
  • Should Montezuma die, the conquest missions will give alternative rewards.
  • Oman-Zanzibar has been renamed to Zanzibar, and you can rename yourself back to Oman should you ever wish.

With that being said, let us get into the content for the Timurids. Let’s start with the setup, which has been adjusted with the following changes:
  • Timurids now start with the entirety of Afghanistan as core provinces. This means we have added the fort province Roh as a core province of the Timurids, too, allowing you to diplomatically annex them without any cost.
  • All of the Timurid dynasty nations now start with an additional 20 Army Tradition on top of what they already start with.
  • The provinces in and around Balkh now start with increased local autonomy as those territories were governed by Muhammad Juki. In the game, it looks like this:

  • Timurids now start with 3 estate privileges at the start, but we will get to that later!

Additionally, the situation with Ajam is now properly explained in an early starting event which can force a war between the Timurids and Ajam:

Note: The AI will not declare war through this event on Ajam in order to keep Ajam alive so they can most reliably form Persia.

Now let’s take a look at the new mission tree, which is split into two major sections: the upper part is heavily focused on ending the Ajam rebellion as well as reconquering lost territories of the crumbling Timurid Empire, reaching all the way from Caucasia to the Delhi Sultanate. The lower part, on the other hand, is all about the internal elements of your country, focusing on the government, the economy, the religion, the military, and the development.


The highlights of the conquest missions are the following rewards:

Note: The additional missions from “Timurid Empire” will be showcased later.

Meanwhile, the highlights of the internal part are the following, focusing on topics such as Artistic Patronage, Islamic Schools and Laws, or internal politics:


The mission “Rightful Protector” and its follow-up missions refer to the aforementioned privileges you start with. These would be the following:



You also start with the “Patronage of the Arts” privilege. In order to remove the 2 inconvenient privileges, you have to enact special decisions, which triggers are the following:



As for the Timurid Diwan reform you unlock, it has the following mechanic attached to it:

With that out of the way, let us continue with the branching missions for the Timurids which can be unlocked with the “Timurid Empire”. You have the choice between the “Nomad” branch and the “Persian” branch.

First, let us discuss the Nomad path for the Timurids, which unlocks the following missions:

Note: All the new missions are colored in orange for the sake of presentation.

As the name suggests, the Nomad missions play into the fantasy of your nomadic roots, and as such are quite comparable to the Horde missions as they are heavy on conquest. With that branch, you not only go to the furthest extent of the historical Timurid Empire all the way to Anatolia and Egypt, but fulfill Timur’s ambition of re-establishing Yuan.

Here are the highlights of this part of the mission tree:



The Persian path, on the other hand, is more focused on internal and cultural development:


Here are the highlights of this mission path:


One special mention goes to the “Reform the Soyurghals” which enables a very unique mechanic for the Timurids here, with a new type of Subject:




That would be the end for the Timurid-focused content, leaving only the Mughals for us to explore. But before that, let me explain why we decided that the Mughals should get a rework. With 1.26 and the accompanying Dharma DLC, the Mughals received their unique content as well as their own set of missions. As time has gone, the quality of the Mughal missions could no longer hold up compared to the ones of the other two Gunpowder Empires. This is the reason we have decided to revisit the Mughals to make them somewhat on par with Persia and the Ottomans.

With that being said, let us take a closer look at the Mughal’s missions:


The spirit of the original mission tree prevails as the new Mughal tree also has a heavy focus on unifying all of India under the Mughal banner. Still, the mission tree also provides some other aspects such as religious tolerance, economy, architecture, military, taxation, and a little bit of diplomacy.

I will present some general highlights of each aspect, starting with the conquest-heavy missions first:



Next are the non-conquest-focused missions, with a wide variety of missions to play with:

Note: the mission icons in these screenshots are from an earlier build. The up-to-date icons can be seen in the overview image of all the missions.

That was it for today’s Developer Diary! Next week Dargeths will present to you the summary of all the features present in the next DLC, that we have been presenting in the Dev Diaries over the past weeks, and an overview of the 1.37 Free Patch. Until then, I wish you all a great week!

As we say goodbye enjoy this comic from FatherLorris:
Europa Universalis IV - PDXRyagi
Hey all, Ryagi here. If you've clicked on this post because you want to see just what modders can do when you let them cook, you're in the right place!

Today we dive into the mods that took part in the Modathon Season 2, modders had only 2 weeks to create these mods. Think game jam but for EUIV mods. The outcome was spectacular, enjoy!

--

Babur’s Gate IV


Hello everyone. We are the Babur’s Gate IV team, and today we are honored to present the fruits of our work during the 2024 Modathon - the first (and currently only) Europa Universalis IV RPG: Babur’s Gate IV.

For the 2024’s Modathon we wanted to make something truly impressive and something that would show how far the game can be pushed to its limits. With 1.36, the modding scene has been revolutionized with the addition of custom GUI. Before, possibilities of modding UI were next to nonexistent and such a project as Babur’s Gate IV could not have simply existed.

Gameplay Elements
Babur’s Gate IV is an RPG comprises of four core components:
  • The Combat System
  • The Inventory System
  • Custom Map
  • Moving Story

Combat System
The Combat System, at its core, is based on the D&D combat system, obviously rather simplified due to the limitations that we had to work with. Both the player and enemies take their turn to attack their opponents. Each fight lasts until death so be sure to win them. Shown below is an example of a combat encounter that you can experience in the mod.




Inventory System
An RPG wouldn’t be complete without inventory, equipment and character stats. Here you can manage your items and equip better gear to enhance your fighting abilities. As you can see on the gif below, Babur’s Gate allows you to recruit two other characters to your party as you progress the story. Inventory window is also where you can check characters’ stats, like their health, and spend skill points gained from leveling up. We managed to add a rather limited, but still quite impressive from the technical side, crafting system.



Custom Map
Making an RPG required a new map, specifically designed to be as immersive and as realistic as possible within the limits of EU4. Obviously the game wasn’t designed to handle such changes without any issues but we managed to use some of the vanilla mechanics, like the terra incognita to hide part of the maps the player shouldn’t see from the beginning. Instead they discover all paths in a seamless way by just moving their unit.

A map without any environment objects would feel too empty. That’s why we needed to fill it with many custom made (and some borrowed) 3D objects. Some of them are even interactable like berry bushes from which you can pick berries.



Moving Story
No Role-Playing Game would be ever complete without a story. Despite the time constraints, we were able to (mostly) fit the world with plenty of characters and dialogue options, giving your existence in this game a purpose.

In Babur’s Gate IV, you get thrown into an unknown world as Babur - a powerful Indian King who died to an unfortunate Pretender Rebellion. After his unfortunate demise, he finds himself in a foreign forest without anyone from his entourage and without any of his mortal possessions. Will he manage to find his way out of this foreign world? Find out yourself!

The mod includes about 65 unique dialogue options and ~50 NPCs to interact with.


Future of the Mod

For the four of us, Babur’s Gate IV was a showcase of the EUIV modding capabilities and a lovely project to tackle for two weeks. As it stands, none of us has got the time nor motivation to continue the development of the mod. As such, if there are any souls willing to make their own EU4 RPG using Babur’s Gate IV systems’, they are free to do so with the appropriate credit.
The task might seem daunting at first, but with much of the work done & functional, further development would be more focused on the development of a new story and new fights/items rather than working from the bottom-up.

For any further inquiries, feel free to leave us a comment on our workshop page.

Our Team
  • CzerstfyChlep
  • Stiopa
  • Comrade Flan
  • Lia

Pax Sinica Et Romana


Hello fellow romaboos, I am Lichark and in this portion of the spotlight I’ll shed some light on the development and features of Pax Sinica et Romana!

The team

Before we get into the meat of this spotlight, I would like to introduce the team and their roles during the modathon.

Me and Tomaszrock22 already had some experience with modding Paradox games in the past, mostly with Hearts of Iron IV. While I’m a jack of all trades kind of developer, Tomasz became kind of an expert at map modding. Sadly, we had to divert from our earlier designs that contained more drastic map changes (provinces, impassable terrain, etc.) so he could help with the development of the mission tree instead.

Juisztánosz and Kindiman were introduced to modding during the modathon so they had to learn on the fly. Still, their help was invaluable during the design phase and later on. When they became familiar enough with event modding they did most of the skeleton work for those, which was not an easy task! The two of them also acted like a kind of research department in the team, looking at cool ideas to include.

Inspirations & Early designs

Even during our first brainstorming session we agreed on some foundations for maximum winning potential:
  • Rome must be included in some way, everyone loves Rome!
  • It should have at least one unique mechanic or a base game/DLC mechanic used in a new and creative way.
  • Lots of flavor text and wacky characters/happenings.

After the basics were agreed upon, we had to come up with a scenario that was fun and interesting enough. Juisztánosz wanted to center the project around the Byzantine empire but that would have meant that we had to restructure the content that is already there in that region.
That's when we came up with the whole Sino-Roman empire shtick. We did some research to build a timeline of events that could lead into this scenario, no matter how unbelievable it is. At that time, I thought the best approach to this would be a slow buildup just like how the mod, “Third Odyssey” (Shoutout to the team behind that mod!) does it with a series of events at the start of the game.


(The event that would have decided if the player goes down the normal Ming or the Serican path)

That meant that the player starts as Ming and with a series of events has the choice to prepare an expedition to find the long-lost Sino-Roman heir in Siberia. After that, they became a one province minor in the region with the goal of reclaiming all of China. This concept failed for a few reasons:
  • Early wars were not fun.
  • The execution of the expedition was not reliable and would often fail.
  • It took too much time to get into the interesting part of the content. We made the mistake of developing this concept for too long and mismanaging the time we had. Because of this, we had to play way safer and remove the majority of our planned content.


(The co-emperor mechanic that was nearly done by the time we had to cut it due to time constraints)

After thinking it through why our first try didn’t work out, we had an emergency brainstorm. There we made the following changes to the scenario:
  • Serica has to exist in the 1444 start date, so the players can engage with its content from the start.
  • It has to be balanced somehow, so it’s not too overpowered with all the lands it controls.
  • It shouldn’t be particularly hard to get through the mod, it should be just a fun, one-time playthrough with a few fun additions. With these changes and not much time left we started working!

Friends & Foes


(Map of Asia in the 1444 start date)

With the map finalized, we thought it would make it even more interesting if we created country-dynamics between Serica and the nations around it. We made sure to give the player the option to fully annex or vassalize these nations for roleplaying reasons.
Here’s a quick run-down of the three main nations around Serica:
  • Nihon is meant to be the Carthage to our Serica. During the Sengoku period Romans not only settled in mainland China but in the western Japan too. With their technological and military prowess Ouchi managed to unify most of the region. Their goals are to challenge the Serican power structure.
  • Mongolia is an interesting nation because it was inspired by the Great Khan Crisis in Stellaris. They were dormant for a time, not attacking anyone or being a threat. If left unchecked they have the opportunity to become a formidable force once again.
  • Xinzhong is a monastic order with the Grand Sage leading it. After the proclamation of the Serican empire, the last line of the true Han dynasty fled west and took over a large chunk of the empire. They despise everything Serica and the Roman settlers stand for.


(The five unique advisors available to hire)

During your conquests there will be times where you have the choice to hire unique advisors in the style of Paragons from Stellaris. They have a bit more personality, some kind of useful ability, and a custom portrait. Some of them even unlock new local organizations.

It’s no secret that I’m a common monument enjoyer. That’s why I decided to include 26 new monuments if we’re not counting the different variations of them. These monuments can be grouped into three different categories:
  • Present on the map at the game start but can be changed or altered in some ways over time.
  • Base game monuments with altered visuals.
  • Monuments that have their own upgrade path.

A large majority of these monuments are unlocked with the religious part of the Serican mission tree.


(All the monuments the player can convert with the “In the Name of God” mission completed)

I would like to mention two monuments that have their own, unique properties.

Xi’an Fortified Mountain Pass:
  • This monument is vital at the beginning of the game to repel Mongol attacks but later on loses its importance, so the player can repurpose it to fit their playstyle or destroy it and use the resources for other constructions.

Ruins of Beijing:
  • Most of us associate monuments with bonuses, we tried to change that with this one. At first it only gives negative modifiers to the province and state. The player has to actively improve it and build it up to restore the city. Once the restorations are over its upgraded to the “Eternal city of Beijing”



Closing thoughts

Looking back, the modathon was a great opportunity for our team to work together and have fun. We experienced a ton of hardships over those two weeks but at the end we actually managed to deliver a somewhat cohesive mod.

I would like to thank Chewy, Minnator, Ryagi and Paradox for the opportunity!

Have a good Day!
Lichark


Winds of Silk
Well hello to everyone who has decided to read this far, it is me Kyhler, back again with more music but this time from the modathon season 2. I have this time been assisted by three others (Byter, Byrd/valdermarhvidjr. and Crack Jeezus) in the creation of these three new tracks. Remember to give them a listen if you haven’t (either through the mod, or on youtube or both ;) ) and we hope that you also learn something from reading this, since there might be some new knowledge for you further down. Enjoy!

A Journey Begins
“A journey begins”, as the title emplies, had to give you a feeling of leaving home for the new journey. Specifically leaving ones home in the eastern part of the silk road, aka China. This was quite a difficult thing to do since on one hand it had to be a little sad because of you leaving your home, but it also needed to capture a feeling of the ‘epicness’ of the journey ahead of you.

These prerequisites is why the song, fundamentally, can be split into two sections with the split occurring at around 1:13, with the introduction of a new idea into the mix. The first section appeals more to the sadness of leaving all you know, while the second part ramps up in both tempo and instruments used to convey that the journey will also be an adventurous one.
I at last want to mention a small bit about instrumentation itself since as you might have discovered one of the instruments might sound a bit unfamiliar to you.

Hustle and Bustle In Europe

This piece is supposed to catch your arrival in europe. You travel through a town and its local market before arriving at the regional city’s busy main-marketplace. As you leave the hustle and bustle of the city behind you, you finally arrive at your destination late in the evening.
As my goal is to educate others, I want to give some insights into the creation process, more specifically into the choice of instruments.

Choosing instruments always depends on a lot of factors. The first question for this decision was “which instruments does EU4/Andreas Waldetoft choose to give a feel of early modern era and EU4?”. The answer I found was “flute and lute”. Now comes in the restriction that I don’t have good sounding sound libraries for lutes, so I just compensated this by a harpsichord, which to the untrained ear (including myself) sounds similar enough. It fits the timeframe anyway. So flute and harpsichord were going to be my main instruments.

But which one should I take for the fuller sections? The answer was simple: strings. They play this very simple rhythm starting at 1:20. I also want to highlight the horns that play a secondary voice (1:34) at first and later on the main voice(1:43). Lastly, listen carefully at 1:25. The flute is not alone anymore, it is reinforced by a piccolo flute.

I only touched the surface of my decision process and instrumentation techniques. If I got your interested for music, try to find specialties while listening to “Hustle and Bustle” yourself. If an instrument appears or disappears, moves into the foreground or stays in the background, mimics another instrument or slightly differs, see what you can find. And give the other two tracks a listen, too. ;D

Lastly, some basics about instrumentation: Not every instrument can play any note. Some notes are just too high or too low to be playable for certain instruments. This is why most instruments have differently sized versions of themselves. The violin for example is smaller than the viola is smaller than the cello is smaller than the double bass. There are also some exotic variants like the contrabassoon (a very deep bassoon) or the piccolo trumpet (a very high trumpet)


Danger in the Mountains - A call for war
As the title refers to, this piece is meant to symbolize the start of a longer conflict between two warring countries. The timpani play a heavy part in this piece as to be the heavy march but also to take the role of an actual war drummer that would rile up his compatriots. There are also later parts of the track, where the horns take over and take us to the later stages of the war with both sides experiencing losses. But even in the sight of these losses, war must always have a winning and a losing side

Closing thoughts

Well we all hope you overall liked this section of the modspotlight and have a good time reading the other mods. PS. as mentioned before, you don’t even need to download the mod on steam to listen to them since they are on youtube aswell. You can find them on this channel https://www.youtube.com/@Kyhler and again, thanks for reading so far.


Professional Armies


Hello, fellow mod enthusiasts! We are 200e200w, Gandalf, Rocksauze, JustFalcon and AllenY, creator team of Professional Armies, a mod idea which aims to expand the army system, by adding a few new mechanics (like army doctrines) and changing how warfare works a bit. It does not aim to completely revolutionize the army mechanics, but to make them fresh and easy to understand!

Design
200’s initial pitch involved adding new warfare mechanics, specifically HOI4-style doctrines. During our day 1 meeting, we expanded the scope to include an experience system that could be invested into three sinks - the aforementioned doctrines, temporary buffs and permanent unit upgrades, as well as minor adjacent features like idea synergies, government reforms and a new building.
The mod is largely unchanged from its original design draft. We considered adding more features like naval doctrines, logistics, a warscore rework and a stagnancy feature but these were stretch goals from the start and either got axed or we just didn’t have time to implement them.

Speaking of time constraints, the modathon offered a unique challenge that shaped the workflow of our group. We had difficulties getting everyone together for meetings (especially due to being spread over 3 different continents), we had to thoughtfully allocate our time to spend on the mod and we had to learn how to use GitHub the hard way. Every day was precious. But this defining element of the modathon is what allowed our project to be what it is: it forced us to break down our design into tight, simple modules that could be worked on independently, it got us to contribute something every day to keep progress going, and saved us a lot of time deliberating over what could have turned into bloated features. Most of us weren’t developers before the modathon, with 200 being the most experienced modder in the team, but we learned through a trial-by-fire how to code, organise, communicate and, in essence, make our own mod.

Showcase

The mod mostly happens on this screen. The vertical bars show the progression of your chosen doctrine, which gives army-wide buffs depending on its nature. The horizontal bars show the progression of your unit professionalisation, which only benefit specific unit types. The five buttons in the bottom right are temporary buffs for occasions where an immediate cheap benefit would be more beneficial than a long-term investment.


The investments into your military are purchased by spending experience, which is tracked in the military tab. It can be acquired both actively and passively through various means, such as battles and events.



The military academy is a building which passively grants experience, though only one may exist in your country.



In addition, each of the army doctrines you can take, synergizes with one of the military idea groups, further boosting the doctrine bonuses!


There are also a few more smaller features you will like!



Future

In response to player feedback, we plan to change some aspects of the mod to improve the compatibility, balance and UX.

First of all, the military academy is the only building we made and it can only be built once per country. In retrospect, it doesn’t make much sense to mess with the construction interface on such a small change, so we are considering to turn the academy into a decision instead.

Secondly, the rate at which experience is gained and lost will be adjusted. As of now, it is pretty easy to finish an entire doctrine tree within just 100 years, when it should be a process that lasts into the endgame. Expect costs to increase and gains to decrease.

Finally, the doctrine overview window will need to be reworked if we want to show the effects of doctrines ahead of time. This isn’t a massive priority but it is something we want to do.

Retrospective

200e200w - This was my second Modathon, and I had a good experience in EU4 modding! However, this project forced me to learn about what I lacked experience in - UI modding. Learning this allowed me to start creating a custom GUI for our mechanics, which my teammates further polished later on. Being the most experienced member of our team, I was also the person that did most of the coding, especially regarding the more intricate parts of Professional Armies. I felt really happy that people liked our lightweight mod! But I felt happiest when I read that we won the General Mechanics category! I feel proud of our mod and hope it will stay popular!

Gandalf - My modding experience was shallow before the modathon; I mostly just messed around with adding custom modifiers through decisions and changing the defines a little. I joined Professional Armies specifically because it had a simple scope, so I knew I wouldn’t be overwhelmed for my first actual team project. It ended up being a great idea - I learned a lot about how the GUI and localisation work in this game and knowing that I was able to contribute to an award-winning mod gave me the inspiration to consider potentially making some of my own down the line.

JustFalcon - Prior to the modathon, my modding experience was pretty limited. I had a good grip on the basics, but the more difficult areas were completely new to me. Things like UI and Defines were well outside my wheelhouse. I joined Professional Armies to help refine my knowledge and expand the branches of the game I was comfortable working with. I learned a lot by participating, especially about working with a group of other modders and using collaborative tools like GitHub. Overall, I was excited to see our mod take first place in General Mechanics, and it has encouraged me to continue learning how to improve my modding so that in the next modathon, I can do even better.

Rocksauze - I had some limited modding experience going into the modathon. I joined the modathon to learn more about EU4 modding. I ended up learning a lot from participating in the modathon; from UI modding to how to work with a team under time pressure and winning several awards in the modathon was the cherry on top. I really enjoyed my time during the modathon and recommend everyone to take part in the next one.

Conclusion

We hope you enjoyed our overview of the mod. We’re very proud of the work we’ve done and grateful to Chewy and the Modathon Organisers for the opportunity to collaborate on this project. Enjoy specializing your army in your own, unique way!

-The Professional Armies Team

Upon a Crimson Horse

Hey, this is Sol, from the Upon a Crimson Horse (UaCH) team. Have you ever looked at the Timurids and wondered why they always have the same, boring collapse? Or do you think that disasters in EU4 are far too easy, and don’t meet the level of carnage and destruction that you want? Upon a Crimson Horse focuses on revamping the Timurid Succession Crisis with the most brutal and destructive war that EU4 has ever seen, providing an interesting early game challenge before transitioning into the Persia region gameplay you know and love.

Historically, the Timurid Succession Crisis was actually a set of three wars, the first of which had already happened before the 1444 start date, and resulted in Shah Rukh Mirza ruling the Timurid Realm from Herat. We focus on the Second Succession Crisis, when the sons and grandsons of Shah Rukh, alongside other descendants of Timur, battled it out over the Timurid Empire.
[ATTACH type="full" width="744px" alt="Timurid Realm.png"]1110958[/attach]
the updated Timurid realm at the beginning of the game

The Timurid realm is decentralized across a series of local rulers, some of which are descendants of TImur, while others are local dynasties. Mechanically, this is represented through a unique subject type, the “Emirate”. These emirates are divided into Princes, those of the Timurid dynasty, and Governors, those of a local dynasty. Some notable princes with focused content include the Timurids themselves/Herat, Transoxania, Ajam, and Balkh.
Of course, the empire didn’t collapse all at once, and Shah Rukh himself even lived into 1447, and so the opening of the mod focuses on a few significant events before the civil war breaks out, including Sultan Muhammad’s rebellion in Ajam and Ulugh Beg’s attempt to steal Shah Rukh’s body.


Watch the steady collapse of your kingdom unfold right before your eyes!!

The Timurid Succession Crisis


Once the disaster fully ticks up, the Timurid State collapses, represented by a slew of unique mechanics and over 150 unique, flavorful events. In EU4, wars are typically a 1 on 1 affair, with each side bringing in their alliances. This does not effectively model the Timurid Succession Crisis, which was a constant free-for-all between the various contenders. Instead, there is a multi-way civil war, with every participant always at war with every other participant, until one contender can finally defeat the others and place themselves at the top.
The Prince and Governor distinction becomes very important here, as they have different mechanics during the civil war. The war begins with all princes declaring war on each other, and the governors getting the choice to swear fealty to a particular prince or to fight as equals. In addition, there are unique government mechanics for both, and governors can promote themselves to princes for a different ending.

In both cases, the CBs result in the subjugation of the defeated party in war, through a unique peace deal, making the loser’s realm Emirates of the winner. This build-up towards a vassal swarm results in a satisfying snowball towards the end of the war, balancing out the devastation and depletion of resources over the decade-plus of fighting. These wars are started through events, and a series of event-driven mechanics ensure that the Timurids continue fighting till one power is on top; any war that doesn’t end in total subjugation is treated as a “ceasefire” and will shortly start up again.

The map is also dynamic, with princes shattering or spitting out smaller regional states at various intervals, each of which join the Succession Crisis as a prince / governor; in fact, almost every single relevant province has an “OPM tag” associated with it, each of which have unique flags and ideas, courtesy of Cetai! These will be spit out and join the war when the right conditions are met.


Every single OPM that can revolt just from Herat alone

Of course, a fractured Timurid realm represents easy pickings for outsiders, something that certainly did happen historically with the Shaybanid conquest into Bukhara and the Turcoman conquest of the western emirs. This intervention is represented through “Interloping,” which can be done through the custom UI. A country declares their intent to intervene for a particular portion (“Region”) of the Timurid realm, as shown in the custom UI. The interloper starts a war against any prince / governor with a province in that region, and must occupy every single province in that region, at which point they can conquer the entire region and exit the war. If they lose any of these wars at any point, their conquest ends, and they leave with nothing.
[ATTACH type="full" width="734px" alt="Custom UI.png"]1110961[/attach]
A wonderful map painting minigame, in a map painting game.

Ending the Succession Crisis


We’ve talked about ending the succession crisis before; there are 2 main pathways to achieve this, both again through the custom UI screen. A Timurid Prince can attempt to “Reclaim Timur’s Legacy” after they have subjugated every single contender in the Civil War: this turns their tag into the Timurids and ends the wars. A Timurid Governor (or interloper) can attempt to “End Timur’s Legacy” if they have vassalized, or occupied the capital of, every Prince, which destroys the Timurid mechanics and sends a demand of subjugation to every ex-Prince and ex-Governor on the map.


The most satisfying button click ever, trust me

While Ending Timur’s Legacy might be the end, the same cannot be said for Reclaim Timur’s Legacy. In Upon a Crimson Horse, the “Third Timurid Succession Crisis” is represented by an infinitely repeating disaster, triggering the succession crisis over and over again until no Timurids remain. This, of course, can be prevented by a skilled player, through the Government Reformation mechanics now available. A new meter, “Persianization”, is visible in the government screen; reaching +100 allows for reformation into Persia, while -100 lets the player become a centralized and powerful Horde, in the image of Timur and Genghis Khan before him. The majority of progress comes from a series of events which carry significant costs, making it a challenge not to collapse into bankruptcy or a separate disaster in time. The rewards are significant, and your united Persia/Timurids will soon be on the path to Asian domination.


Rebels? What rebels? Oh, you mean our involuntary corps!

We hope you enjoy playing our mod! We’ve got plans to update several of the mechanics and add some post-succession crisis content, and of course, integrate it well into the next DLC which is adding Timurid content!

The Team:

  • Inferno: Lead Developer, flavor and ui
  • Xorme (of Xorme AI): Art and ui
  • Sol_InvictusXLII (of EU4 Minesweeper): Mechanics and Succession Crisis wars
  • Cetai: flavor and events
  • Minnator: events

__

We hope you enjoyed reading about these mods! You can find all of them listed here:

Upon a Crimson Horse
Babur's Gate 4
Professional Armies
Pax Sinica et Romana
Winds of Silk

Till next time!
Europa Universalis IV - PDXRyagi
Welcome back to another Development Diary! This week we will talk about the Hordes that occupy the lands between the Pontic Steppe and Mongolia.

Before we start, I want to share with you some changes we made, based on the feedback we received since the last development diary:
  • The formable countries that required Tech 20, will now be unlocked with Tech 18. This will affect all formable countries that previously required Tech 20.
  • Andean Empire and Divine Kingship now allow their country to use to use Divine ideas instead of Aristocratic ideas.
  • High-American nations will be able to benefit from Obsidian sources.
And with that, let's get into today's content.

By 1444, the era of Genghis Khan was long gone and only the remnants of its successor states populated the steppes. The descendants of the Yuan dynasty had found themselves under the Oirat Khanate, which would lead to a conflict with the Ming dynasty known as the Tumu Crisis; the Golden Horde had just recently disintegrated into various other states; the Uzbeks would begin their migration south into Bukhara after being beaten by the Sibirs and Kazakhs; and lastly, Moghulistan, the successor of the Chagatai Khanate, would be embroiled in a civil war.

Some of the historical events mentioned are already present in the game, such as the dwindling Tatar Yoke in Russia, the unrest of the Kazakh and Sibir people, and the Tumu Crisis in China. As the successors can roughly be split into three groups, the Successors of the Golden Horde, the Khans of Central Asia, and the Mongols of Northern Yuan in the East, we decided to create three separate branches for them.

Before discussing the content, I briefly want to mention a change to the nation of Chagatai. In 1444, the Khanate was splintered for multiple decades and the remnants were instead known as Moghulistan. For that reason, Chagatai is no more; instead, the nation has been renamed more appropriately:



With that out of the way, let us start with the conquest trees. All the Horde mission trees share some common conquest missions, but depending on the region the overall progression will be different:



Note: as always, all art shown in this Development Diary is placeholder.

With the Golden Horde splintered, the nations of Crimea, Kazan, Great Horde, and Nogai will have their starting missions be about reuniting the lands there, as well as combating the increasing power of the Muscovites.



After your conquest of Russia and reaffirmation of the Tatar Yoke, you will be able to reach the furthest western extent of the Mongol Conquests into the Carpathian Basin.



Having talked about the Western conquests, let’s now turn our attention to the east into the steppes of Central Asia and beyond if you want to assert your dominance of the hordes and restore the Mongol Empire.

For the Tatar Hordes, this will mean that their rewards will overlap with other hordes as well. Each Region of the Hordes will have access to a unique branch of their Conquest mission:
  • Tatars will have unique missions about the Tatar Lands and Russia
  • Central Asian Hordes have unique missions about Central Asia and Persia
  • Oirat and Mongolia will have unique missions about China
These branches will not be absent for the others, for example, the Tatars and Central Asian Hordes will have access to the same mission tree concerning China, and the same goes for the other combination. So with all of that in mind, the next few missions will be shared with either Central Asian Hordes and Mongols.

With this explanation out of the way, let us look at the Central Asian and Chinese parts of the conquest tree. Central Asia in 1444 was much more split than what is shown in the game. The Kazakhs and Sibirs were effectively their own tribes, which is why that is represented for Uzbek as extra unrest. They were not made into independent nations at the start though; however, as both the Mongols and the Tatars you’ll be able to make Kazakh into your own subject through the tree, feeding them their core land should you wish to do that. Once you conquer most of Central Asia, you’ll be able to turn them into an incorporated vassal, which are subjects that are more closely aligned with your own country, making them cheaper to integrate.



Moving on to the lands of China, you’ll be able to press the claims of the Yuan dynasty for yourself, making them a Mongol Brother Realm, as well as a new evolving modifier called ‘Like a Dragon’, that will help your nomadic playstyle once you conquer China. During your conquest, you will of course be able to adapt your country to the new challenges and people that are now part of your realm.



Going to the lands of Persia, the missions there will revolve around the re-establishment of the Mongol Rule and the Ilkhanate state which was destroyed before the era of Timur. Since the region is dominated by the Timurid dynasty and no direct successor, the Central Asian hordes will be able to reform the Ilkhanate TAG, should they ever wish to. As for the rest, they’ll be able to set up their own Brother Realm in the lands there. The missions there also allow you to go even further than the Mongols managed to, expanding your reach from Persia into Hindustan and Egypt.



When you manage to unite all of the Mongol Empire you’ll be able to finish the last mission in the conquest part of the tree, ‘Pax Mongolica’. With the full force of a unified Mongol Empire under your control, the world will truly be the grazing ground for your horses.



Before we proceed to the differences in the Mongol and Central Asian missions, the Mongol Empire has its requirements slightly changed. You will no longer be required to directly own all the Mongol Empire provinces but instead, you will be able to form them using subjects as well, since the Mongol Brother Realms would normally lock you from reforming the once great state, and for all Chagatai enthusiasts, Chagatai will be able to form them as well (more on that in the Central Asia part of the development diary). Additionally, the Tier 1 Great Mongol State reform that the Mongol Empire has will now give you access to Siberian Frontiers as well in order to make it possible to take the rest of the Siberian lands.



I mentioned the Mongol Brother Realm a few times and now it is time to explain a bit more in depth what these are. In order to allow for the player to have all of the successor states under one banner, the Ilkhanate, Golden Horde, and Yuan will now be able to become subjects under the strongest successor. They will provide little to no Liberty Desire but they will pay you extra money for being vassals, as well as provide bonuses to your cavalry. They will also be able to declare their own wars. While this is the intention to keep for now, we would like to hear your opinion on this subject and what you think.



Moving on from this, let us look at some of the differences between the Mongol and Central Asian sections, starting from the remnants of the Yuan dynasty.

The Oirat will now have a bit more options available during the Tumu Crisis. Should they be able to capture the Chinese emperor Zhu Qizhen they will be able to leverage his captivity for a justified conquest in China. The Tumu Crisis mission will allow you to transform your modifier “Captured the Emperor” to grant Core-Creation Cost and Province War Score Cost. The “Reuniting the Mongols” Event will also be present in the Mission Tree, allowing you to unify the Mongol cultures into one.



The Russian and Tatar section of the conquest for both Mongols and Central Asian Hordes will revolve around conquering the remnants of the Golden Horde and having the choice to make them a Mongol Brother Realm, as well as gaining the ability to recruit Cossacks.



Lastly, let us look at the differences for Central Asians. As mentioned before, Chagatai had been fragmented during the 14th Century and Moghulistan survived as a successor state. You’ll be able to restore them should you complete the Unification of Chagatai mission, which will allow you to pursue forming the Mongol Empire. Other missions revolve around the Kazakhs as well as the central position of the Silk Road these nations sit in. Once you decide to move to Persia, you’ll also gain the choice to reform the Ilkhanate.



While conquest is no doubt a central part of any horde gameplay, this is not all the missions will have to offer, after all, conquest means nothing if you can’t stabilize the realm. A second part of the mission will delve into your internal administration and economic dealings. These will be available to all of the previously mentioned groups, while Yuan specifically has a different branch than the others. Additionally, a small tree of branching missions will offer you the choice between tolerance and devotion to your faith.



The Hordes had to rely on a tributary system to amass their wealth, and this is represented under the Strengthen the Basqaqs Mission. While Tributaries might not be a desirable long-term goal of your campaign, the additional rewards will be able to get your Host of Armies off the ground.



As the Horde Administration differs from a standard feudal society, the game struggled a bit with an accurate representation of this. These missions will allow you to adjust and reform your interactions with the Tribal Estate, elevating the nobles among the tribes, and getting rid of some of the destabilizing issues a horde will have to deal with at the start of the game. With things such as Tribal Absolutism, a privilege that benefits more from your Max Absolutism, giving you an incentive to keep your estate privileges to a minimum in order to make the most out of it, and forcing your Tribes to accept even the youngest child as the legitimate khan.



Something that is not inherently linked to your status as a horde, but the region you occupy, is the Silk Road and your control over the important trading posts of the regions. By controlling the important centers of trade along the Silk Road and its expansions into Persia you will be able to control the flow of trade between the eastern and western parts of your empire.



Lastly, let us talk about Yuan. When we worked on Domination, it was very requested by the community to make available to them the new mission tree section for the Emperor of China. Now, we’ve decided that the owners of the new DLC will get access to the Emperor of China missions, and we're also making it possible for the owners of Domination to have those missions available while playing with the old Mongol mission tree, which is part of the base game. Please, also remember that this is only working with the Mandate of Heaven EoC mechanics, so you also need that DLC for them to appear and be playable.

This is not all that changes around Yuan, their flavor missions will be quite different in order to represent both the Mongol and Chinese character of the former dynasty.



In this combination, Yuan will have access to quite a sizable mission tree with 65 missions. The flavor part of the Yuan tree revolves around the mix of Chinese and Mongol characters that Yuan had, allowing you to be highly expansionist whilst also backing these conquests with a highly efficient bureaucracy.



And this concludes this week's Development Diary! Next week Ogele will be back, showing off the content of the Timurids and Mughals!

Before we say goodbye, a word from FatherLorris. Let the army composition comments commence!!!
Europa Universalis IV - vasi
Hey everyone, welcome to another Developer Diary! Before we get to the content, we would like to let you know that we have gathered a lot of feedback regarding last week’s Diary from various sources, and are extremely happy that the new Central European content generated feedback and positivity! Despite that, there have been some concerns and requests, so before we move on, let’s take a look at what has changed since then, thanks to this feedback:
  • Hungary is now a (re)formable nation for tags with Hungarian or Transylvanian primary cultures.
  • Hungarian conquest missions no longer require Hungary to be an independent nation, which should make them a much more attractive subject.
  • The 'Serbian Despotate' Tier 1 government reform now grants access to the Order of the Dragon.
  • We have added the 'Bohemian Commonwealth' optional cosmetic country rename as a reward of the namesake mission.
  • The decision to form Romania was updated to account for the map changes introduced in Emperor. It now correctly requires the province of Tolcu instead of Silistria.
  • The Aztec ‘Blood’ mechanic is now named ‘Tonalli’.
  • The 'Tēlpochcalli' Academy Local Organization now gives a +5 Governing Cost Increase instead of -1 Building Slots in the entire area.
  • The Personal Union Casus Belli on Poland for Austria requires them to have less than 400 development instead of less than 300, making it less harsh on the player.
  • The 'Universal Empire' incident can now be acquired by a Spanish Emperor as well, and it should have harsher penalties.
  • To address the concerns regarding the weakness of the Hussite HRE path and the princes converting to Protestantism, we have tweaked the event which will now make them less likely to convert if the player manages to convert a sizeable portion of the HRE to Hussite.
That said, let’s move into today’s new content, which is centered on very different Middle Eastern nations.

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Hisn Kayfa
One of the most requested countries, this last bastion of the Ayyubids is slated to receive a plethora of flavorful content. From missions to events, government reforms, and more, let’s take a deep dive at what’s in store!

Although the Ayyubids were of Kurdish origin, they were under ample Arabic influence, and most of their country was Arabic. In order to represent it, they have been given a new T1 'Ayyubid Dynasty' government reform, which negates the unaccepted culture modifier in all owned Levantine provinces. In other words, all Levantine cultures which are not accepted will be treated as accepted.




Note: As usual, all Art in the Developer Diary is placeholder.

Rounding off our setup changes is the new lore startup screen which explains the history of the dynasty from the Rise of Saladin until 1444 as well as the standard of Saladin, replacing the old flag. Lastly, Hisn Kayfa will gain access to the “Ayyubids“ cosmetic name which has been highly requested. It is unlocked through their new mission tree, and unlocking it will also empower your national ideas, akin to Great Armenia from King of Kings.



The mission tree was designed with flexibility in mind, allowing players to choose their path without being constrained to any specific outcome such as the formation of any tag. While there's ample content for those wishing to remain as the Ayyubids, players are also free to pursue other formables such as Egypt, Arabia, Timurids, Persia, or Mughals. The core focus of the mission tree revolves around restoring the Ayyubid Sultanate and vying for control of the Caliphate, offering claims stretching from Khorasan to Andalusia.

In regions historically not under Ayyubid control, the mission tree provides branching paths. Players can opt to conquer Persia and Anatolia for additional claims and temporary rewards, or alternatively, cultivate alliances in those regions and have allies complete missions on their behalf, unlocking enduring benefits. Approximately half of the missions are geared towards strategic development, including securing alliances, bolstering military strength, revitalizing Baghdad, controlling the Persian Gulf and the Red Sea, and even constructing the Suez Canal.




The Ayyubids after recovering their hegemony over the Middle East!

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Hormuz & Oman
Hormuz & Oman, despite their geographical proximity in the Arabian Peninsula, showcase distinct playstyles shaped by their religious beliefs and cultural traditions. Hormuzi merchants wield influence across India, Persia, and Arabia, leveraging their trade prowess, while Oman is renowned for its shipbuilding expertise and stands as one of the two starting Ibadi nations in the game. In a manner reminiscent of the dynamics between Qara Qoyunlu and Aq Qoyunlu from King of Kings, both nations share a common end goal in their mission trees, yet their approaches feature subtle distinctions tailored to their unique attributes and strengths. Let’s take a closer look!



Given their aforementioned close proximity, Hormuz and Oman inevitably find themselves in a struggle for dominance as they seek to expand into Arabia and unite the peninsula. Despite their mercantile focus on expanding power in India and Southeast Asia, both nations recognize the importance of controlling their immediate surrounding provinces. Consequently, the rewards for uniting Arabia, while significant, tend to be more generalized to accommodate the broader ambitions of these trade-oriented nations.



The trade aspect of their mission trees introduces a new Government Mechanic known as 'Arabian Mercantilism' for both nations. This mechanic empowers them to enhance their merchants and overseas outposts, enabling them to efficiently direct the lucrative trade of Asia into Arabia without extensive overseas conquest:



The lower section of the tree delves deeper into this unique mechanic, offering missions that can be completed without the need for extensive territorial conquest, aside from in India. Rather, players must focus on accumulating trade power in specific trade nodes. The rewards are particularly enticing; players can trigger the Spice Trade event independently of European involvement in the Indies, and even enact Thalassocracy much earlier and without the necessity of investing in idea groups.



As we showcased at the beginning of this section, the Omani and Hormuzi content hosts key differences when it comes to their mission trees. As such, divergent paths emerge for tackling their respective challenges. For instance, Hormuz will bolster provincial trade power in their fortified provinces, whereas Oman will incorporate a more pronounced religious aspect into certain missions. However, both nations will share access to a distinctive reward: the ability to establish the 'Arabian Traders' privilege, granting players the freedom to select bonuses tailored to their strategic preferences:



On the right side of the tree, a distinct branch unfolds for each nation. Hormuz, leveraging its ties within the Timurid Empire, will find a dedicated path focused on Persia, recognizing its significance as a pivotal trade node in the region:



For Oman, the branch will center around their renowned establishment of the Sultanate of Oman-Zanzibar. Players will embark on missions aimed at asserting dominance over the trade in the region, while also laying the foundation for their own formidable marine corps:




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Trebizond
Historically, the rulers of Trebizond established a tradition of marrying into Muslim families, such as the Turkomen Aq & Qara Qoyunlus. This was a pragmatic solution to gain alliances to protect the declining Komnenid realm. Trebizond has received a new 'Empire of Trebizond' Tier 1 government reform as a part of the free update, which includes a new modifier that increases the heathen countries‘ opinion of Trebizond, and the owners of the DLC will also receive access to the new 'Heathen Royal Marriage' which will allow Trebizond to create royal marriages with heathens despite being Christian.




While extensive cultural or provincial overhauls are not feasible, we have introduced the Cappadocian culture. This culture can be established in Anatolia through the new mission tree of Trebizond, as well as via the King of Kings mission tree of Byzantium. Furthermore, in order to increase the representation of the Greek population in Anatolia, we have turned the province of Samsun into a Greek Orthodox province with a Trapezuntine core, since the province was only conquered by the Ottomans some 20 years before the start date. Lastly, Greek dynamic province names now also apply to Pontic and Cappadocian cultures.




The mission tree's central objective is the restoration of Byzantium. Progressing along this path empowers the 'Komnenian Restoration' modifier, which evolves with each completed mission. The culmination of this effort is the conquest of Constantinople, which permanently enhances the modifier, offering benefits to core creation cost, army tradition, and prestige decay. Additionally, forming Byzantium through the new Trapezuntine mission tree grants significant amounts of monarch power.




The Caucasian branch of the mission tree focuses on asserting control over the region of the Caucasus, offering players the option to achieve this goal through military conquest or diplomatic means, where allies control the territory. Each method of completion yields different rewards. Additionally, players are tasked with securing their Caucasian borders by pacifying the hordes to the north. This branch also introduces the ability to integrate the Georgian culture into the Byzantine culture group:



Some more highlights around the mission tree revolve around:
  • Hellenization of Anatolia. Trebizond will be able to convert the Anatolian region to Hellenic cultures – Greek, Pontic, and Cappadocian through events.
  • Referencing the historically close ties between the Komnenian dynasty and the Crusader states of the Levant, a small mission branch has been added. This branch involves liberating Cilicia, resulting in the local culture shifting to Armenian and excluding Armenian provinces from Hellenization events. The culmination of this branch is the liberation of the Holy Land, unlocking a Tier 2 ¡Crusader Nobility' reform with beneficial modifiers and allowing players to release Jerusalem as a vassal regardless of age and religion.
  • Another branch of the mission tree focuses on Genoa and the recovery of Perateia, the Trapezuntine Black Sea colonies. Initially burdened with an estate privilege symbolizing Latin dominance over the Black Sea trade routes, Trebizond must either forge an alliance with Genoa or expel them from the region to rid itself of this constraint. Similarly, the mission tree presents various options for dealing with Theodoro, offering the chance to vassalize them through an event or to seize the province by force, unlocking a permanent local modifier.





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Theodoro
The Principality of Theodoro is one of the hardest starts in this DLC, having to combat the Hordes, the Ottomans as well as the Italians, they will have to use clever diplomacy and some newfound tools if they are to survive.



The mission tree centers on the expansion into neighboring lands. Players will have opportunities to subjugate the Tatars in the North and engage in conflicts with the Byzantines and Ottomans in the South, providing them with the option to proclaim themselves as the true emperors of the East. Additionally, they can utilize their connections in Russia to pursue diplomatic relations with the Muscovites, culminating in the 'Gothic Invasion'.

Starting missions will primarily focus on conflicts with Genoa. Historically, the Gavras dynasty of Theodoro experienced a gradual decline in influence, leading to their eventual annexation by the Ottomans. This will be represented through the introduction of a new privilege, the Italian Coastal Influence, which imposes penalties on sailors and trade power until resolved. Moreover, Genoa will gain 20 trade power in the Black Sea as long as this privilege remains active. These initial missions offer two paths for completion: either through conquest by expelling the Italians from Crimea or through diplomacy by fostering friendly relations with them.



Regarding their relations with the hordes, Theodoro takes a unique approach. Rather than focusing on the Gothic culture, which is only present in one province, they can opt to integrate with the Tatars. This strategy enables them to gain bonuses for their Cossacks and strengthen their steppe provinces economically.



Furthermore, as descendants of one of the Byzantine families that once served under the Komnenos, players will have the opportunity to press their claim and set sail south to conquer Constantinople. In doing so, they will earn various rewards aimed at demonstrating to the people of the Balkans and the Aegean the superiority of Gothic ways.



The image above highlights a distinctive tier 1 government reform, alongside a unique diplomatic action. However, in actuality, Theodoro has access to two tier 1 government reforms, the other being the 'Merchant Aristocracy'. Reflecting the quasi-republican nature of this merchant nation, this reform has been introduced, granting Theodoro the ability to establish trade posts and enhance their economic foundation from the outset.



The 'Recruit Foreign General' diplomatic action addresses Theodoro's historical reliance on hiring foreigners to lead their armies due to their minuscule population. While the use of mercenaries is represented through buffs in their ideas, the diplomatic action fills the gap for hiring foreign officers. With this action, players can pay an ally one year of their income, and in exchange, the ally will appoint a general for Theodoro's army. The general's stats will be influenced by the ally's army tradition and their opinion of Theodoro.



Given the Gavras family's ties to Russia, a small branching mission path is available, providing players with options for their Russian diplomacy. They can opt for a peaceful approach, forming alliances that culminate in the ability to recruit Streltsy. Alternatively, they can pursue a more aggressive strategy by pressing their claim to the Russian throne, leading to substantial expansion of their realm.



Finally, upon completing all tasks, players gain access to the 'Gothic Invasion' mission. After humiliating the Holy Roman Emperor and solidifying their position as an empire, they unlock a unique casus belli. The 'Gothic Invasion' casus belli functions similarly to the Imperialism one, with the distinction that it is limited to European provinces only.



Thank you for tuning into another Developer Diary, as always your feedback and comments are incredibly vital and appreciated as we fine-tune the content! Next week Markus will discuss and showcase new content around the Hordes of Asia!

And of course, today's diary wouldn't be complete without a Father Lorris comic:

Europa Universalis IV - PDXRyagi
Hello folks! Today's Dev Diary covers some key central European countries, Austria, Bohemia, Hungary & Germany.

As you can see, all of these countries received some Mission Trees before in the Emperor DLC. Therefore we decided that these nations should receive a touch-up, that is, an update similar in scope to that which Spain received during Domination. Thus, the main idea was not a total overhaul, but preservation of the core skeleton of their old tree, improving and expanding it where needed, and adding additional flavor and as many important historical things as possible that could not fit into their old mission trees.

Unfortunately, this Developer Diary is simply too long to share directly here on steam, so if you are interested,
You can find the rest of this Dev Diary over on our forums

To amend our misgivings of making you click links, we present you this weeks comics by FatherLorris:


Next week PDXBigBoss will be back with Hisn Kayfa, Hormuz, Oman, Theodoro and Trebizond. Have a wonderful day!

Europa Universalis IV - PDXRyagi
Hello and good afternoon! Today we will be taking a look at the content we have in store for Venice, Italy, and the Netherlands. All three of these countries have many gameplay aspects in common, trade, maritime prowess, and, to some degree, colonization. Either as important proponents of history, as is the case for Netherlands and Venice, or as valuable gameplay additions in Italy’s case, these countries are due to receive new content with the upcoming DLC.

Venice
Reaching its apogee of power during the 15th century, the Most Serene Republic of Venice is located in the heart of maritime activity, with a strong grip on its home end node. Following an illustrious history, La Serenìssima stands as one of the most influential Italian states. At the cusp of the Renaissance, the prosperity of the arts & culture gives way to the blooming and rise of new artists, architecture and traditions. To the south, the remnants of Rome are ripe for the taking, between the forces of the Republic and the Ottoman Turks. To the North, the imposing shadow of the Holy Roman Emperor as he struggles to maintain Italy in his decentralized Empire. The peninsula will soon be the home to a bloody struggle, as prospecting conquerors eye each other’s land with covetous greed. Venice’s content has been crafted with attention to detail, historicity, and the telling of a grand story around Italy’s most celebrated republic during the game’s time frame. Andiamo!



The new content for Venice comes packed with a tree armed with lots of new missions. These will branch and cover various aspects of the Republic’s history, ranging from the Italian wars, conquests in the peninsula and beyond, to maritime expansionism, internal development, the cultivation of the arts and culture, and even colonization. But wait, there’s more! Venice also now has access to a brand new government mechanic, the Council of Ten. Alongside that, the narrative of your game will be enhanced with the introduction of new events around Venice’s (and her people’s) most celebrated accomplishments ranging from theatre to Titian and the Loredanian Academy.

Starting off, the upper third of the tree will be focused on internal matters, starting with the introduction of the Council of Ten, your primary adversary in domestic affairs:


Note: Note: Historical insights is one of the grand themes of the content around Venice, showing the why’s and the how’s of various political, military and cultural events!


Note: ALL ART in this Developer Diary is placeholder.

Opposed to the Doge’s influence and attempts to lead Venice into wars or even autocratic rule, the Council’s Authority for Venice will commence at around 90%, placing the Doge in a difficult position. Throughout your play through, this mechanic will have a prevalent spot in your decision-making, and be affected by the various generic and unique events that may occur as well as mission rewards and interactions. Should the council’s authority surpass the 90% mark, it will forbid the Doge from commencing any offensive wars and have further severe repercussions, as shown above.

It is worth noting that a council would be more compliant and at ease, should the Doge’s stats are low, whilst a competent Doge will cause the Council to react, increasing its authority passively.

The three interactions tied to the Council of Ten are a representation of the ruling faction and its abilities. Venice has access to the Aristocrats, the Traders, and the Guilds. Each interaction is an exchange between the Doge and the faction in power. You grant them crownland and political power. In return, you may gain powerful short-term benefits:

Both the Aristocrats and Traders will demand crown land for their respective estate alongside monarch power, whilst the Guilds will demand Republican Tradition alongside monarch power. In return they will grant a great variety of bonuses that allow for versatility, from development in the capital, to government reform progress and even marines or galleys in Venezia. Along with the aforementioned grant of ships, troops, or development, the interactions will also lower the authority of the Council, with each faction having unique interactions available.

Moving on, a substantial amount of this branch’s missions are associated with historical events, showcased through their rewards:


Note: The second option grants the same reward. It goes into detail about Venice, architecture, and the Renaissance for those who wish to learn more about it!


Here are a few other missions and their associated rewards from the first part of the content:


The culmination of this branch ends with the event:





Note: Changed your mind after having the event and want your old colour/name back? You can do so with the “Restore our Name” / “Restore our Colour” national decisions!

And here are the ideas of the Golden Republic:

LNS_ideas = { start = { trade_steering = 0.33 galley_power = 0.25 } bonus = { discipline = 0.05 } trigger = { tag = VEN NOT = { has_country_flag = ven_upgrade_state_inuisition_idea_flag } } free = yes #will be added at load. lns_renaissance_art = { technology_cost = -0.1 } stato_da_mar = { #Present in the previous VEN_ideas ideaset } lns_maritime_dominance = { global_trade_power = 0.2 } lns_a_gunpowder_republic = { fire_damage = 0.15 land_forcelimit_modifier = 0.2 } backing_of_the_ducat = { naval_forcelimit_modifier = 0.5 } reform_the_uscocchi = { global_ship_trade_power = 0.35 global_trade_goods_size_modifier = 0.1 } maggior_consiglio = { max_absolutism = 10 max_revolutionary_zeal = 10 } }

The second branch will deal with the outward expansion of the Republic, and the various fronts in Italy, the Mediterranean and beyond. Early on you will be tasked with choosing the specialization of your military, with options that range from favouring the land army, to favouring the Navy or Mercenary groups.

The Standing army branch will imbue your selection of current Military advisor with a powerful permanent bonus, as shown below:


Note: Hmm, maybe that Siege Ability needs some nerfing, 3%? What do you think?
The second mission will grant an interesting modifier for Venice:


The Mercenary path will improve the effectiveness of its associated Militarization mechanic and grant access to a unique new decision, turning Venezia to the administrative capital of your mercenary army:



The final possible path, focused on the Navy:



The conquest path involves many avenues for expansion, events and interesting modifiers:




The final branch follows an alternative-history path of Venice spreading its mercantile and maritime grasp beyond the Mediterranean, with routes to Aden, India, China, and even the Americas:



Finally, Venice has access to the “Into the Red Sea” mission which may facilitate and accelerate the construction of the Suez Canal in the Red Sea, allowing access to their fleets for exploration, conquest and trade purposes. The mission will require cooperation and alliance with the Mamluks, and the breakdown of diplomacy between the two countries will restore the Mamluk cores in the two associated provinces, leading to war:


Italy
Whilst we are on the Italian peninsula, let’s take a look at Italy herself. In line with the calibre of content featured in Domination, Italy is due to receive new and revised content. Many of the core tenets of the mission tree have been kept, but they have been revised and expanded upon, let’s take a look!



As in the Emperor variation, the mission tree places much focus on the restoration of the Roman Empire, unification of Italy both politically and economically and reforming the military. Besides that, there is a subtree concerning continuing renaissance and a branching mission tree about which of the two
end-nodes you choose to favour.

Structure-wise, the mission tree is quite similar to that of Byzantium, not just in the general theme of Roman Restoration, but also in the way it is designed. The mission tree makes use of evolving modifiers, incrementally building up the "permanent modifier" that is the reward for your efforts. Later missions in the conquest offer age-timed modifiers, encouraging swift and relentless conquests.
Get those modifiers while you still can!

The leftmost branch about Risorgimento forces you to develop your core territories in Italy Region and to
unite it politically. At the end of this tree, you shall claim your spot as one of the Great Powers:





The mission tree also has 3 missions about your military, starting with a possibility to maintain a Condottieri-based army then tasking you with modernizing the Galleass (increasing their available amount, their fighting power or allowing them to transport troops) and upgrading your Alpine defences. Here's the "Adapting Our Military" mission reward:



Before we move on, the other mini-branch left between us and the economic missions concerns the Renaissance. Your first mission tasks you with developing the Birthplace of the Renaissance (in this case Lucca) 10 times and requiring you to be ahead of time in all technologies:




Lastly, the missions about Economy & Trade, beginning with Economy. This portion of the mission tree is concerned with achieving parity between the economies of the north and south while also pushing Italian goods onto the world markets. Notable is also the inclusion of Camillo Benso Cavour as an Statesman advisor, who, while outside of the game's time frame, we found fitting to include due to his role in the Risorgimento and early politics of Italy.





Finally, the branching missions about trade. In order to get started, you need to gain a sizeable trade income of 300 Ducats, 30 Centers of Trade and 3 Trade nodes with at least 80.0% trade share, the reward mainly giving you the ability of to select your new mission tree:



Besides the mission tree you choose, your choice will also have an impact on the privilege you just unlocked! Let's go over the two branches, beginning with the Venetian branch, focusing on funnelling the trade from the near and further east to the markets of La Serenissima:



The Venetian Supremacy focuses on establishing the Venice trade node as the richest in the World and with at least 150 Trade Node Value, something you will probably be close to. "Eastern Markets" force you to dabble in the affairs of the Eastern Mediterranean, gaining 80% Trade Share in Egypt, Aleppo and Constantinople. Lastly, "The Journey to the East" requires you to build the Suez Canal and to funnel the trade from the West Coast of India through the Gulf of Aden, here's what rewards that brings you:



Let's explore the Genoese branch now:



This mission tree is in many ways analogous to the other one. "Western Favoritism" is the same as "The Venetian Supremacy" but refers to Genoa instead. "Plus Ultra" requires 80% trade share in Tunis, Valencia, and Sevilla. "The Italian Discovery" is all about creating a Colonial Empire in the New World. Here's what you might expect:


Netherlands
During the start date of EU4, the Low Countries were mostly under the Burgundian Crown, with only a few of them still independent. The nation of Utrecht is fighting against the growing influence of Philip the Good of Burgundy, while Frisia has established itself as a state with waning noble power for quite a while. For that reason, some of their starting minor missions will have a different reward depending on which nation you started as:






After unifying most of the Low Countries, and completing the above missions, you’ll be able to form the Netherlands earlier than usual. This was done in order to not block the player from getting access to the rest of the content, and continue on a flow of gameplay, uninterrupted by artificial barriers. The mission "Je Maintinendrai" will alleviate the Administrative Tech 10 requirement and grant you a bonus to your development cost, discipline and valuable claims to solidify your borders across the Low Countries region.



Glorious Revolution
The moment you form the Netherlands, you will gain access to three missions revolving around competing against England. “Supremacy in the Channel”, “Relations in Britain” and “Glorious Revolution”. Once you completely overshadow England/GBR in every aspect of government (development, trade share in the Channel, etc.), you will be able to launch the Glorious Revolution and claim their throne.


Later on in your campaign, when you hit tech 20, should you have England or Great Britain as a Personal Union still, you’ll be able to form the United Crowns nation, with a unique colour, as well as unique ideas, as shown below.


Note; This will also be available in the base game

The ideas shown above (barring the traditions and ambition) are a pure mixture of the two nations and as the United Crowns, you will have access to the flavour of Great Britain, England and the Netherlands (such as events).

Hansa Relations
In 1441, during the Treaty of Copenhagen, the Dutch were able to secure the grain trade of the Baltic Sea. However, they had to pay a sizeable amount of reparations. For that reason, there is a branch dedicated to the Hanseatic rivalry with the option to gain more access in the Baltic through diplomatic means, or through the sword.



Army and Navy
The Dutch had a unique character that pertained to the organization of their military. For example, the army they founded during the 80 Years War, the Staatse Leger, was a defensive force with impressive capabilities. Considering the size of the Low Countries, this force was able to react fast against an invading force. In addition, the Dutch were experts in the art of engineering. They established the Fixed Garrisons System that would delay any invading force, and men such as Menno van Coehoorn would be hailed as pioneers of modern siege warfare.



However, as impressive as the above may be, the primary focus of the Dutch military lay within its navy. From the Five Admiralties, which all had their own interests, to their all-purpose Flyut Vessels, to their grand admiral Michiel de Ruyter. The Dutch naval flavour focuses on dominating trade and crushing your maritime rivals, establishing an empire that rules throughout the oceans.



Focus on Development
The 1.37 content for the Netherlands offers new tools for the player to engage in the development of urban cities across the Low Countries. As most Dutch players prefer a historical path which pivots towards a tall and colonial gameplay, new content in the form of reforms, missions and more has been added to add substantial depth and flavour during the game. Much of this revolves around the Dutch reclamation of land as well as the Seven Provinces on which the Republic organized itself.



Colonialism
The colonial flavour that the Netherlands has to offer is quite extensive. The mission branch will focus more on setting up outposts in order to reach the spice in the Indies. In addition, the Netherlands has now access to one of the most requested additions: The VoC. You can now establish the VoC as a Commercial Enterprise similar to the East India Company. I’ve also given them new Subject Relationships, allowing for customization of your new Commercial Enterprise.


Note: We opted to go for a light version of the typical Dutch colour.

Internal Flavour, New Events, New Reforms
Lastly, the internal management of the Netherlands has received additions. The Religious and cultural branch of the mission tree (Re-Organizing Clergy, Low Countries Universities, etc) now provides you with more tools to increase your tolerance of heretics and promote more humanist ideas, as were the teachings of Erasmus. There are mentions as well of the artistic achievements, such as their Baroque Architecture or the Northern Renaissance.


There are now more ways to play with Dutch factionalism. New Government Reforms have been added for the player to take sides with the Statists or the Orangists. There is also a small branch dedicated to this conflict between those two factions, and the rewards there depend on which one you decide to side with, maybe eat an opposing prime minister or two whilst you’re at it.



Note; This event will be part of the base game.

Lastly, the Netherlands now has more events, most of them revolving around Great Men and a few about some other Dutch architectural feats. These will also be available in the base game and are a great way to complement an already well-fleshed-out country like the Netherlands.


Note: These Events will also be available through the base game!

Thank you for reading today’s Developer Diary! We will be back next week with the countries of Austria, Germany, Hungary as well as Bohemia with Pintu!

Before you go! We have another absolute banger of a comic from FatherLorris:
Europa Universalis IV - PDXRyagi
While the European kingdoms are leaving the Medieval period and starting their centralization to the modern states, the New World these soon-to-be colonizers will discover is already home to other empires. The heart of Mexico is settled by the Nahuatl empire of the Aztecs, led by the great Moctezuma I who aims to centralize the Triple Alliance and establish a realm that drives fear to the hearts of its enemies. The Mayans, once controllers of the jungles of Chiapas and Guatemala have retreated to the Yucatan peninsula. Their once great realm is now splintered into a series of city-states, not all too unlike the Italian domains. In the heights of the Andes reigns the many different Inti kingdoms. One of them, Cusco, will be destined to unify the region under the rule of Pachacuti and his descendants, forming the first Incan Empire.

Welcome to our newest Development Diary for the upcoming DLC. Today, we will take a look at the content for Central and South America - namely the Aztecs, the Mayans, and the Incas. As always, all values you see here are NOT final. So without further ado, let us get started.

First, we shall take a look at Mexico and a few setup changes there:


The Mexico Trade Node has received some additional Centers of Trade, as well as a new province modifier added to a few selected provinces that represent the mining of obsidian. This is, however, only limited to those of the Mesoamerican technology group:


Next are some changes to the country of the Aztecs. They now start with the Empire rank instead of the Kingdom rank and their starting ruler, Moctezuma I, also starts with the guaranteed “Legendary Conqueror” personality trait.


However, the Aztecs were never as centralized as EU4 can realistically depict it. Historically, they were more an alliance of the city-states instead, though Moctezuma I was on his way to centralize the state. As such, the Aztecs also start with a new privilege:


Now let us take a closer look at the mission tree:

Note: Mission icons are still placeholders and will be of course replaced with the proper images for the release.

The mission tree is separated into 3 big chunks. The first block at the very top is about dominating the Mexican region, and as such is the main bulk of your New World conquest. The biggest highlight of this part is the opportunity to buff your Moctezuma progressively more as you continue through your missions.

Note: We might add a Monarch Lifespan modifier to these rewards so your Moctezuma can enjoy his newfound powers for a little bit longer. We also might consider changing his starting situation as a general into an event to further increase his survivability.

The second subtree is all about your government and, of course, your blood tribute to the gods. Some highlights from this part are the following:


Now a few of you might have noticed that certain keywords such as “Blood” and “Mesoamerican Tributaries” have been mentioned. These are part of the new government mechanics the Aztecs will now start with:

Note: The art is still work in progress.






The “Demand Sacrifices” peace option always requires a 50% War Score and grants 10 Blood.


Next are the Mesoamerican Tributaries which is a new subject type available to all Mayan and Nahuatl countries. You establish them with a new peace treaty:



They act just like normal tributaries, though you can sacrifice their ruler and you can annex them. On that note, all of your conquest missions in Mesoamerica can be completed via these tributaries or vassals.

Last but not least, the final subtree is all about the economic and military affairs of the Aztecs. I should also probably mention here that there are no Jaguar special units and a tease for them was not intentional whatsoever. With that being said, here are some highlights of these missions:


Note: these missions are more long-term based as you will require some higher advanced technologies to complete them. Also, the Telpochcalli Academy will probably have its Possible Number of Buildings penalty replaced.

Before we move on to the next country, one quick note for all the non-Aztec Nahuatl countries: as there was time for only the Aztec mission tree itself, every Nahuatl country gets a decision to adopt the Aztec mission tree if they conquer the Aztecs and own the Mexico provinces themselves.


Moving on to the Mayans, every Mayan country gets a small mission tree at the start which helps you out for the formation of the Mayan Confederation:

Note: With “Venus” we mean the planet Venus. That was localized before finding the name “Chac Ek” or “Noh Ek” to use instead. Will be fixed before release.

Highlights of these missions are the “The Sign of Venus”, “Campaigning Season” and “Reforming our Society” which have evolving rewards. Every time you unlock a Religious Reform, these three missions get reset (in other words “un-completed”) which allows you to complete them again. Their evolving modifier gets upgraded whenever you complete the missions again.

Another change to the Maya formable is that you now need only 2 Mayan Religious Reforms instead of the full 5. However, forming the Mayas will still be rather painful as whenever you enact a new Religious Reform you get a 5 year penalty to your Manpower Recovery Speed (-10%) and your Harsh Treatment Cost (+100%) which also disables the ability to Increase Autonomy and manually decrease War Exhaustion. You also gain +3 War Exhaustion whenever you undergo a reform.

Once you form the Maya you get the following mission tree:

Note: we are aware of the mission title leaving the GUI here. Will be fixed before the release.

Similar to the Aztec mission tree, the Maya one is about unifying Mesoamerica under your banner, as well as focusing on the economic improvements of your empire.

I will focus now on mentioning some highlights of the mission tree which are the following missions:




With that, we finish the Mayans and will now take a closer look at the Incas. The first thing that needs to be mentioned is that the map of the Andes does NOT get any additional provinces or tags. This also means that there are no new wastelands too. There are, however, some small setup changes. Similar to the Aztecs, Pachacuti starts with the “Legendary Conqueror” personality trait but has been reduced to a 4/3/5 (down from 5/4/6). The missions Cusco has received are similarly structured to the ones of the Aztecs as they buff your starting ruler:


Some early highlights in the mission tree are the following:


The decision to colonize the provinces requires you to defeat the local tribes and have 50 Ducats ready. Using the decision will then start a Frontier Colony in said province, and this decision can go far along the Andes as you can see in the following screenshot:

Note: All the green-striped provinces are ones you can colonize via the decision.[/center]

Additionally, you also have access to the following estate privilege:


Once you form Inca you gain the following mission tree as a whole:


While you have the original Cusco missions about the conquest, you also get four additional, smaller subtrees that have their own focus.

The first small subtree is about the Mitma - a policy of forced resettlement of the border provinces. The highlight here is the following reward:


Another subtree is about the religious nature of the Inca, highlighted by the following reward:




You might now notice that “Regenesis of History” mentions “Mummified Rulers”. As you can see, the Incan religion has an interesting and unique quirk which is the fact that your dead ruler is de jure still alive. They get mummified and continue to participate in all of your governmental activities. To represent this in EU4 you will now always trigger the following event upon your ruler’s demise:


The third subtree is about gold, idols, and economy represented by the following mission rewards:

Finally, the last subtree focuses on developing your lands and your military, giving you the following rewards:


And with that, we conclude the Incan missions. However, we are not entirely done as all the aforementioned countries get one mission subtree which is all about the so-called Sunset Invasion:


These missions are always at the very bottom and follow one major theme which is the invasion of Europe and Asia by the American powers - both main culprits of colonizing the new world in many EU4 campaigns.

I won’t go too much into detail with those missions as they are mostly focused on large conquest campaigns. However, some rewards are worth mentioning:


Last but not least, Fatherlorris' comic:


That was it for this week. Thank you all for reading today’s Development Diary! My colleague Big Boss will continue next week with a DD on the Netherlands, Venice, and Italy.
...

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