Hello everyone! Here is the changelog for version 1.36.2 - our final update of 2023, with 84 fixes in total.
As always, please report any issues in our bug report forum or submit a support ticket; this is the fastest way for us to see and address any problems. And be mindful that while these changes shouldn't affect 1.36.0 save games too profoundly, this is something we're not able to fully guarantee.
# Other - Added the custom_desc trait for estates which works exactly like custom_names, but shows the custom description for the estate instead.
################### # Script ################### # Achievements - "Legacy of Saint George" is now doable with either England OR Great Britain. - "Legacy of Saint George" now accounts for countries reforming into others as well. - Improved the description of the "Basileus" achievement so it is clear that the Eastern Roman Empire's borders are meant. - The achievement "Norwegian Wood" is no longer blocked when you form Scandinavia. - "This Is Persia" now can be completed if you are Eranshahr.
# Decisions - Restoring the Byzantine Empire will now make you into a monarchy and grant you the Byzantine Autocracy government reform. - The decision to form Rûm will now rename you to the Seljuk Empire if you do it as AQ or QQ. Atop of this, you will now keep your AQ / QQ missions when you have formed into the Seljuk Empire. - Fixed a decimal error for the "Contribute Warriors" Estate Decision.
# Events - The event "Parsi Sanctuary in Sanjan" now no longer locked behind having an advisor who has the Parsi culture. - MEE_Byzantine_Events.33 about the Ottomans building a castle that would no longer fire if Byzantium won a war against them. - Fixed a bug where the event "Ottoman Troops Haul Ships" had the wrong event option text. - The event "The Tripolitanian Rebellion" will now correctly trigger with Tripoli as the revolter tag, not Trier. - Fixed a small typo for the Teutonic event effects which explains the mission paths. - Removed reference to 'nodynasty' in the event consort_events.56's description.
#Government - Enabled the government reform "Karimi Merchants" for King of Kings DLC, as originally intended. - The government reform "Persian Government" is now available to Zoroastrian Custom Nations. - The "Legacy of the Safavid" government reform is now linked to the Feudal Theocracy Mechanic. This means gaining the Caliphate will no longer automatically remove the Safavid reform. - The government reform "Reform the Pronoia System" is now only available to you if you have King of Kings, as intended; the modifiers do not make sense otherwise. - The government reform "Reform the Pronoia System" is now exclusively available to those who have the Pronoia Mechanic active. - The government reform "Reform the Pronoia" is available to Roman countries too. - Fixed missing localization for when you hover over the Pronoia icon to see what effects they have.
# Ideas - Fixed a typo for the Eranshahr ideas which mentioned a "Zoro" and his infamous religion of "Zoroastrian".
# Missions - Mamluk's "Center of the Islamic World" mission now takes colonial subjects into account when measuring cultural unification. - Mamluks no longer receive ex machina cash by canceling the Suez Canal. - The "Highway of an Empire" Mamluk mission now checks for control and siege. - The Mamluk Mission "Highway of an Empire" now requires at least 5 buildings in the Sharqiya province and no free building slots. - Fixed a bug for the Persian "Restore the Avesta" mission where the core was not correctly applied to the province of Daman. - The Persian mission "Restore the Avesta" will no longer block you from converting your own heretic/heathen provinces to the true faith via Trade Policies. - Fixed the province highlighting of "A New Eranshahr" / "Indomitable Lion". - The Persian mission "Protect the West Iranian" now requires 8 Kurdish provinces instead of 10. It also has a fallback in case there are no more Kurdish provinces in the world. - The second option of the mission reward event "Future of the Pronoia System" will now only trigger the Crownland gain from inheritances every 5 years. - The estate privilege unlocked by the Byzantine mission "Recover Authority" is no longer locked behind the Byzantine tag. - Reduced the number of province requirements for the mission geo_catholicos_patriarch. - Reduced the Patriarch Authority gain per advisor level from the geo_cathedral_living_pillar mission. - The Byzantine mission "Church in Distress" now requires 20% Patriarch Authority instead of 2000. - Completing the 'Reorganize the State' mission as Aq Qoyunlu no longer removes the 'Tribal Unity' government reform. - The AQ and QQ mission "Repopulate Iran" now only requires 500 instead of 600 total development in Persia and only 5 instead of 10 provinces with 15 dev. - The AQ and QQ mission "Turco-Persian Architecture" now requires you to have 15 Temples, 15 Workshops and 5 Market Places instead of 20 of each. - The AQ and QQ mission "Legacy of the Seljuk" now only requires you to own 10 provinces in the Khorasan region instead of the whole region. - The AQ and QQ missions "Break Timur's Bloodline" no longer require you to own Herat. Instead, they will now require you that the Timurids have no provinces in the Persia region. - Fixed a bug for the Yemen mission "Expel the Sunni" which showed the wrong number of wars to win. - Added a fallback requirement for the mission "Uniting the Tribes" for NA natives. - Fixed an issue that prevented Dakota's mission 'Village to the End' from being completed. - Added a helpful tip in Pegu's mission "Reconquer Dvaravati" to indicate possible rewards if AYU is a subject. - Fixed an error with the Hungarian and Bohemian missions for Poland. - Fixed a bug with removing Ming's "Monopoly on Horses" when a subject no longer controls Lhasa. - Simplified the mission rewards of the EoC mission "Examination System". - The EoC mission "Examination System" now highlights Xi'An. - Lubeck's "Organize Hanseatic Diets" mission should now scope to trade league members and subjects in the requirements. - Crusader missions will now require the tag to be independent or a subject of another Catholic nation. - Fixed a tooltip bug for the Swedish mission "The German Coastline" where it promises -15% CCR instead of -10%. - Fixed the missing modifier "Germanic Alliance" for the Swedish mission "The German Coastline". - Added a helpful tip for the reward of the Restore Hariphunchai mission for Pegu. - The event Diplomacy with the Emperor of China now correctly appears for the owner of Kyoto.
# Setup - Fixed a small typo for the startup screen for Byzantium. - Renamed the Georgian Culture of the Byzantine Culture Group into "Greco-Georgian". - As a native, you can no longer get the "Push Back the Colonizers" CB against other natives or their tribal land. - Shirvan no longer starts with a Shia school as a Sunni country. - Fixed a dynasty typo for Shirvan. Now their rulers are of the dynasty Derbendi instead of the Derbendid.
# Other - Eyalets, Sphere of Cultural Influence subjects and Pronoias get turned into vassals if their overlord gets annexed by a country that cannot support these subject types. - Fixed the missing number of Zoroastrian Invitations in the UI if you have no invitations set yet. - Fixed missing localization for the description of the Zoroastrian Holy Sites. - Adjusted the localization for the "Supremacy over the Aristocracy" privilege if you are Zoroastrian as Persia. - The Qizilbash estate has now an Aswaran description should you become Zoroastrian. Also replaced some Qizilbash mentions with the dynamic Aswaran name in case you are Zoroastrian. Note: the unit name is static and cannot be adjusted... - Fixed the weird adjective for Eranshahr to Iranian. - The naval doctrine "Tactica" is now available to countries of the Roman primary culture too. - Releasing Sapmi via Return Province will now spawn them as Catholics instead of Fetishists (they are not Animist to avoid making the Norse events easier to get). - The estate privilege "Promote Single Market" now benefits from Court Ideas' absolutism penalty reduction. - The peace treaty "Claim the Norwegian Throne" will no longer mention that Denmark becomes a subject. - Fixed missing localization for the Ahmudan System once you are attacked/attacking somebody.
################### # Bugfixes ################### - Landing a Pronoia no longer clears accumulated liberty desire effects. - Ottoman decadence no longer influenced by yearly government power modifier. - Fixed the issue where you would get 25 karma per enemy when honoring a call to arms. - Fixed an issue where special units would require double manpower to reinforce. - Fixed issue for custom nation ideas modifiers missing labels. - Fixed issue with the "For The Glory" achievement. - Fixed issue with "End Latin Favouritism" decision checking monthly trade income. - Fixed crashes related to technology specifying unit types that don't have files specified for them. - Fixed crash related to modifiers for subunits not belonging to a unit. - Fixed crash related to assigning holy orders while changing UI. - Fixed a CTD related to the carpet siege army mission. - Fixed CTDs related to threading if one of the tasks takes too long.
Since 2017, EUIV The Grandest Lan Party events have introduced completely new ways of playing EUIV. Together, almost 100 LAN participants will forge their great stories all under one roof. This Lan consists of multiple nations lead by a team of 2-3 people, these players will work together to gather espionage and enact diplomacy with other teams, keep their nations running smoothly, and work towards their goals. This is not a competitive event! There will be no losers or winners.
And for those who couldn't make it, this event will be streamed live to the world! In addition to the PDX livestream, we'll also be updating our forum post here as well as our Newsfeed on Discord with the latest LAN developments. We hope you enjoy!
Greetings all - today we release the first hotfix for 1.36, with approximately 75 changes in total!
Please report any issues in our bug report forum or submit a support ticket; this is the fastest way for us to see and address any problems. And be mindful that while these changes shouldn't affect 1.36.0 save games too profoundly, this is something we're not able to fully guarantee.
# Other - Fixed a typo for the Themata event. - Added special unit modifiers to the country modifier list.
################### # Script ################### # Achievements - Fixed a bug that prevented the achievement "King of Kings" from being earned when you chose the Zoroastrian path. - The achievements "This is Persia", "The Zoro-Austrians" and "Shahanshah" are now achievable when you form Eranshahr instead of Persia. - The achievements "The Zoro-Austrians", "Breadbasket of the World" and "Desert Power" now only show up if you have King of Kings enabled as they are not possible to achieve otherwise. - Fixed the highlighting for "Mehmet's Ambition" so it properly shows the needed provinces. - The achievement "Around the world in 80 years" now properly requires San Francisco.
# Events - Fixed the modifier for the ‘Grand Vizier: Inquisitor’ from the event ‘Appointment of the State Minister’, triggered by the Persian decision ‘Select Grand Vizier’. Now it increases instead of reducing the Warscore from Battles. - The Zoroastrian event chain for Persia now puts a bigger punch against you as there will be significantly more rebels during the event chain. - Reduced the art progress penalties for the Art Promotion events. The rule of thumb is now that around after 10 events the art is done. - The event "Parsi Sanctuary in Sanjan" now only fires once per country, but has now a higher chance to trigger. - The event "A Questions of Faith" will no longer fire for Persia while it is going through the Zoroastrian religion event chain. - The event "Imereti Declares Independence" will now only trigger during the disaster and when you are not a vassal. - Fixed a rare bug where pretender rebels can trigger the 10 Imperial Authority event if they enforce their demands. - The Event "Refusal to Pay Taxes" now has a go-to button. - Added go-to buttons to several events about Company Investments. - Added custom tooltips for the event “The Valladolid Debate”.
# Missions - The Persian mission "Caucasian Conquest" no longer requires you to own direct control over provinces. - The Persian mission "Expand our Influence" now considers accepted cultures and cultures within your group. - Fixed a bug that removed the counter of provinces you have culturally converted for the Persian "Language of Poetry" mission. - Completing the Georgian mission ‘Throne of the Romans’ no longer removes Armenian as an accepted culture. Atop of this, you won't have Georgian as both an accepted and as the primary culture at the same time. - The Georgian mission ‘Vakhtang's Succession’ can no longer be completed before accepting the starting event. - The Georgian mission ‘Preventing the Collapse’ now gives the correct reward relating to Estate Loyalty. - Changed the mission icon for the Armenian mission "The Office of Sparapet". - Added legitimacy equivalent requirements for Aq Qoyunlu and Qara Qoyunlu missions. - King of Kings and base-game Aq Qoyunlu missions no longer intersect if Domination is not active. - Qara Qoyunlu's mission 'Break Timur's Bloodline' now correctly grants the PP reward. - Added alternative for Ardabil’s 'Establish the Safaviyya' mission in case Golden Century is not active. - Fixed a trigger for Egypt that prevented the 'Center of the Islamic World' requirement from counting Westernization. - Mamluks' ‘The Northern Territories’ mission now only gives claims on key states across Anatolia instead of the whole region. - Adjusted the icons of the default Timurid missions to remove repetition. - Mission rewards which give an accepted culture and a culture slot alongside it will now mention that you gain +100 Dip points when you have the culture accepted already. - Added the GUI for more flexible previews, allowing you to preview up to 3 batches of branching missions at the same time. - The branching missions of Songhai, Sweden, Denmark, Norway, the Ottomans, Ming, Qing, the France missions related to the HRE, and the Japanese missions related to the military have now preview buttons. The branching missions of Mali, Kongo, Poland, Gotland, the religious branch of Japan, the Italian branch of France, and the mission tree of England/GB/Angevin will continue without them for a while due to their mission tree structures, which need a deeper future fix. - The Aragonese mission ‘Consulate of the Sea’ can now be completed with any trade building. - Taking the Mandate of Heaven will no longer reset missions in certain outliner cases. - The Kongo mission "A proper Kingdom" now has its legitimacy requirement only when they are a monarchy. - Removed a duplicate permanent claim from the Songhai "Conquer Timbuktu" mission. - Maori mission "Perform a Haka" no longer requires the mission "Gain Mana" for Custom Nations compatibility. - Enabled Franconian missions for Coburg. - The Chinese Kingdom mission "Fall of the Great Ming" now properly grants the +1 Tech increase.
# Setup
- The Narikala Fortress monument will now have no culture requirements. - Syria now has a proper starting ruler. - The decision to declare the Hanseatic League no longer depends on having fewer than 20 provinces.
# Other - Aq Qoyunlu can now form Persia without the King of Kings DLC. - Fixed some mission titles not appearing correctly in the German and Spanish translations. - The Persian Age Ability is now available for Eranshahr. - The Qizilbash agenda "Win a Glorious Battle" now scales in its conditions and Army Tradition rewards with age. - Fixed unit description typos for Stratioti cavalry. - The Pronoiar Monarchy is now only available to custom nations that pick it in the first place. - The Byzantine Tier 3 government reform 'Restore the Master of Offices' now provides the proper Global Autonomy Reduction scaling with your Statesman's skills. - The estate privilege "Development of Temples" for the Brahmins now properly applies the modifier whenever a tax building is built. - Subjects of the Cultural Sphere of Influence type now count as autonomous subjects (in other words: triggers like "is_subject_other_than_tributary_trigger" and "is_free_or_tributary_trigger" now contain this new subject type too). - Added fallback for Local Organizations and Holy Orders in King of Kings and Domination, for players who do not own Golden Century. - The White House monument is now available to all former colonial subjects and countries with their capital in North or South America.
################### # Bugfixes ################### - Fixed crash when shift right-clicking multiple alerts. - Fixed crash related to 0 size navies. - Fixed overextension impact modifier to scale the effect of overextension. - Fixed flickering confirmation when attempting to remove subject buildings you haven't built. - Tooltips saying an advisor is -100% cheaper now say it's 100% more expensive. - Modifier icons and collected/transferred value text are no longer shown when selecting merchants in the trade node view. - Fixed a missing modifier icon for the influence_to_vassal_elevation_cost modifier. - Fixed the icon for the "has_marines" modifier. - Fixed a privilege icon where the legitimacy icon is way too low.
Hey all! Community Ambassador Ryagi here to bring you the return of mod spotlights! As you might imagine, King of Kings being released kept us busy. But you can expect regularly scheduled mod spotlights starting with this one. And it's a juicy one, especially if you are a UI nerd like me.
Today one of EUIV's most impressive mods makes a return into the light, Europa Expanded. Europa Expanded has had plenty of room to grow with the new modding tools added by 1.36. Join as Stiopa, Lia and LordVarangian share their most recent work on User Interface and quality-of-life updates to the mod. Enjoy!
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Hello again, Europa Universalis Enthusiasts!
Since our first Mod Spotlight for Europa Expanded, 8 months have passed and a lot of new modding changes have happened, and so did Europa Expanded accordingly!
That is why today we’re very excited to present our brand new 1.12.1 “UI” update, and all the fancy UIs and mechanics that came with it! From a complete rework of the “Caliphate” originally introduced in our 1.12 “Caliphate” update, to automatic Advisor re-hiring, a Mission Preview System and more! We will both present these features, as well as talk about the process behind creating them for those who are eager to learn! So, without further ado, let’s get started!
Court of Advisors
To start off with a very simple but very useful mechanic, we’re delving into our “Court of Advisors” menu, which you can toggle on or off in order to hire a specific level 3 advisor of your faith and culture at a 100% hiring cost markup, rather than having to wait for the right one to appear in the advisor pool! In the future, we also plan to expand on this using government reforms or mission rewards.
Furthermore, you now have the ability to automatically re-hire advisors based on their profession and skill; meaning if your level 1 Natural Scientist dies, the game will automatically hire a new level 1 Natural Scientist!
Mission Tree Previews
Something that long-time fans of Europa Expanded know is that our old system of choosing a mission tree through an event that fires 1 day after game start was rather…imperfect.
In order to make the whole thing not only easier to understand for new players, but also to make it more streamlined and enjoyable to use overall, we’ve developed a system that allows for previewing the entire mission tree before choosing whether you’d like to play with the EE or the PDX one!
Of course, while in this preview mode you will not be able to redeem any rewards, but the requirements and rewards of each mission will still be visible to you; how we accomplished this is explained in the UI Creation section down below~!
Expanded Vanilla Menus
With scripted UI finally giving us the opportunity to tweak mechanics that were previously rather hardcoded, we’ve decided to give some vanilla menus a new coat of paint; and sometimes even intertwined them with mechanics from previous EE updates!
The first of these reworks is that of the Government Screen; The window for Government Mechanics has doubled in size (assuming sufficient screen space is available for it) to make using multiple mechanics concurrently more comfortable, and Absolutism has received its own dedicated window, similar to the Disasters window!
Ever since the introduction of Absolutism, we’ve felt that there was never any interactions created specifically for it. It has been inserted into Increase Stability, Harsh Treatment, Strengthen Government and Decrease Autonomy, all 4 of which you can exhaust if you have a stable and prosperous country. As such we have decided to add Conduct Public Executions, allowing you to always expend a portion of your military power at a competitive, albeit quickly-increasing price. Another interaction we have added is Appoint Absolutist Ministers inspired by ministers like Richelieu, Buckingham and Pombal. This toggle has two use-cases: a source of Max Absolutism for nations with Max Absolutism above 100 and a source of Yearly Absolutism with Statesman advisor for rich nations looking for a source of passive increase. Lastly, nations that are willing to conduct many executions (a rather risky enterprise!) in a short period of time may enter into period of Reign of Terror, a state in which they may benefit from extra Harsh Treatment Cost and Max Absolutism, though entering the state may be difficult without the L’etat c’est moi Government Reform that reduces the threshold.
Absolutism isn’t the only such example of a gameplay element we’d like to further expand. In similar fashion, we’d like to add & rework interactions for economy, and we have plans here underway, concerning Inflation & Mercantilism.
The second rework we’ve done is that of the decentralized HRE; The release of the “Emperor” DLC added some much needed choices within the Holy Roman Empire, allowing you to either Centralize or Decentralize. The former however had always been the strongest choice, with the latter not offering much in terms of internal management and roleplaying ability. This is a problem, as the entire mechanic should not be something you forget after you pass all reforms. In our update of Austria, it was possible for the Austrians to unlock special imperial titles in case of fully decentralizing the HRE, which could be handed out to princes in order to provide them with strong benefits. Now, we have turned it into a universal mechanic included in the “Reichskrieg” reform of the HRE, and gave it a wonderful UI for it as well!
These Imperial Titles can either be assigned by the Emperor through a Diplomatic Action, or be requested by a member clicking one of the unoccupied positions if they match the needed criteria, and each title provides buffs relevant to their focus - Economy, Military or Religion!
Let’s say that you’re Austria, and you have a very strong Prussian ally that has been fighting wars against Poland and been successful, granting them the “Imperial Marshal” title would not only benefit them to win harder, but also grant you Imperial Authority per battle Prussia wins.
Imperial Princes themselves may wish to request some of these titles for themselves, as they grant really strong bonuses should you be granted one of them. Whilst not implemented yet, bribing or using favors against the Emperor to claim these would give the player even more reasons to stay in friendly relations, besides worrying about Unlawful Territory and sometimes using their armies for your own wars.
Freedom is the core tenet of our design philosophy, which is why in the future we plan to make it so the Emperor can claim all of these titles if they so wish, but at the cost of significant support from the Princes and the Electors. Allowing the player the choice to do that would also add a risky yet rewarding way to use this feature, gaining strong bonuses at the cost of your Emperorship if you do not find a way to justify your unjust actions, either through bribery or maintaining a high opinion and diplomatic reputation.
The Caliphate Window
But the above uses do not yet showcase the full potential of the scripted UI introduced with 1.36! Behold! The Caliphate Window, a highly requested feature by many, finally made possible, a testament of what is possible.
Now, any muslim country may claim and seize the title of the Caliph, gaining access to Fatwas - religious rulings granting bonuses to the Caliph and all muslims of their denomination! We wanted these Fatwas to be different than for example EoC decrees, in that they shouldn’t only benefit a select group, but the entire faith - additionally, we wanted them to be somewhat based on historical precedents, such as “Permit Taqiyya” for example being based on the Oran Fatwa that permitted the muslims in post-reconquista iberia to preach their religion in secret to save them from prosecution! And to keep it balanced, they carry a cost of 20 Authority with them, meaning that while you gain the benefits of the Fatwa, it’s not a no-brainer “get buffs” button, as in the process you lose the benefits of having a high Authority. ”Unify Islam” is also no longer a decision that Muslim nations can take, but rather is now a button within the Caliphate Window, with multiple ways you can become the uncontested leader of Islam! You may either simply collect all the Holy Sites of Islam like it was required of the vanilla decision, or you can maximize your Authority to get away with only owning most of them. This especially allows for much better roleplay, since as an Ottoman Caliph you will no longer have to blob all the way into central asia or Yemen in order to Unite Islam, and can instead stay within the boundaries of the Roman Empire!
And this new Caliphate Window doesn’t just show these glimpses, but it also offers:
genuine Authority mechanics with scaling modifiers
Jihad targets just like a Crusade target
With some additional information on how we created it down in the UI Creation section!
QoL Improvements
But folks, that is STILL not everything! In our quest to improve the game even further, we’ve decided to visit some of our EU4 pet-peeves and create Quality of Life solutions for them! So let’s not beat around the bush for long, and get started right with the likely most popular one; Automatic Colonization!
This window, opened through a “Colonial Policy” button next to the Native Policies, allows you to assign a set number of autonomous colonists to any available region. We designed the Region list to resemble the Trade Interface, with Regions instead of Trade Nodes, as we felt that this was a good match, trade and colonization being intertwined and all, with the Autonomous Colonists field being based on the Autonomous Missionaries field!
Since there is no effect to send a colonist, we chose to simply establish 10 settler colonies as if you sent a colonist and immediately recalled them. You can assign any number of them, even above your colonist limit, which is a design decision we made due to successful colonizers often being able to afford the cost penalty of having more colonies than colonists, even if it does technically allow a player to quickly bankrupt themselves by establishing 50 colonies at once! This also means that once you assign the number of colonies you want to maintain at any given time, the micromanagement part will cease as the colonists will keep colonizing until there is nothing left, while you will be able to engage in more involved gameplay!
Furthermore, without changing too much of the inherent functionality of the vanilla versions, we’ve also reworked estate decisions into being part of the Estates Window.
To fit into the Estate Window as a natural element, we’ve chosen to make it look similar to the individual estates with their privileges, representing each Estate Interaction with the icon used in the privilege that unlocks it! The most difficult part in creating this wasn’t the design process itself, either, but rather processing all the estate privileges, decisions and localization from their original form into these scripted buttons.
We’ve even ended up creating a script in Python that automatically parses the game files into this form, because doing it by hand is simply very tedious; manually defining the matching privilege icons for each estate decision, putting the triggers and effects into the buttons as dozens of if-elses for each estate, figuring out which estate should be jumped to upon pressing the “next” or “previous” buttons, result in thousands of lines total, after all!
And we’ve added a Macrobuilder for Trade Company Investments within the Trade Node Window!
There is not much here to explain regarding design; we’ve simply taken the click-based vanilla TC Investment macrobuilder window, and added it here, with each click building as much as possible!
Lastly, here’s a few more buttons we’ve added you think you should see, including a button to request control of a province from an ally! We’ve also added a button to toggle colorization of your subjects, something we know many players would like as a core feature!
But, as this is not a Dev Diary, now we’re getting to the really juicy part!
UI Creation
Part 1: Court of Advisors
For the Court of Advisors, we needed to fit every kind of advisor into the same approximate space that is usually used to show maybe 4 advisors simultaneously at best; so we had to shrink down all the information about an advisor down into much smaller area: During this design process, we still had to make sure that it captured the vanilla essence as well, so we retained all the same elements in the same style; just smaller! Luckily, since our advisors would all be created with a random name, at a random age (usually around 30), and be technically from the capital, we were able to leave out the age and birthplace information, and substituted the name field for the profession!
Now, for the re-hiring toggle, we simply used the vanilla promotion button as a base, added a refresh symbol to it and positioned it below the firing button; this way it fit perfectly into the vanilla aesthetic without seeming out of place.
Part 2: Mission Previews
In the vanilla branching mission preview system, redeeming rewards is blocked by the mission requirements themselves, but of course this was not an option for previewing entire trees; we would have had to modify every single mission tree extensively, making compatibility and maintenance extremely difficult. Thus, we came up with a little trick based on EU4s transparency handling:
The buttons we use for the preview choices themselves are also based directly on the branching mission preview system from vanilla in order to feel natural and not stand out.
Part 3: The Caliphate
For our Caliphate Window, we used inspirations from several different Windows present in vanilla; the Papacy, the HRE, the Coptic Holy Sites, and even the Empire of China! We wanted to make sure that despite being new and unique, nothing feels foreign, so a lot of the elements are based on what these other Windows already employed!
That is where we’ll conclude today’s Spotlight. Showcasing our new shiny content, as well as explaining the design and creation process behind them was really fun, as we hope that in the future other modders will be able to utilize this UI to the extent we did for 1.12.1!
Now, we hope you are as thrilled about the mod as we are! If you are interested in checking the UI out live, do so by downloading the mod:
Build New Empires on Old Ground in EU4: King of Kings
As the Early Modern Age dawns, rising empires collide against faded glories. The divided lands of Persia hold great promise for any who can unite them. The imperial seat of Constantinople rules only the rump of a once mighty empire. The wealth of Egypt makes the Mamluk Sultanate an attractive target for enemies. Rise to the challenge of the ages in King of Kings, a new Immersion Pack for Europa Universalis IV, available now.
Europa Universalis IV: King of Kings adds even more historical flavor and alternate historical possibilities to Paradox’s celebrated grand strategy game, with a specific focus on the kingdoms and empires that challenged the Ottoman Empire in Asia and Africa. With hundreds of new missions and dozens of other changes, King of Kings is a substantial addition to Europa Universalis IV, a game that has been challenging amateur strategists and history buffs for over a decade.
Europa Universalis IV: King of Kings includes major updates for:
Persia
Use the influence of Persian art and culture to bring neighbouring kingdoms into your orbit.
Over 70 new National Missions
Unique mission choices depending on the state religion - Sunni, Shia or Zoroastrian - as well as Centers of Reformation and other ways to expand the faith.
New National Idea sets, unique Government Reforms and unique Estates and agendas.
Mamluk Egypt
Over 30 new National Missions
New Diplomatic options including exporting Egyptian grain and promoting the Hajj.
Unique Mamluk Government Reforms, Mercenary Companies and Estate Privileges.
Option to Westernize Egypt.
Byzantine Empire
Over 60 new National Missions
Unique Government Reforms and Estate Privileges
New Subject type - the Pronoia
Over 50 new Byzantine themed events and 10 new Decisions
There are also changes for:
Armenia and Georgia: Two Christian kingdoms, pinned between rising empires
Arabia and Yemen: Competing powers on the Arabian peninsula, guarding the holy sites of Islam and the trade routes to India.
Ardabil: A major seat of Iranian culture, and the origin state of modern Persia/Iran.
Aq Qoyunlu and Qara Qoyunlu: Turkmen middle powers resisting Ottoman expansion before the unification of Persia.
Below is a full list of changes in the free 1.36 update, 'Byzantium'.
Please note that 1.35 saves may not be compatible with 1.36!See here for information on how to roll back versions or prevent auto updates.
################### # Free Features ################### - Added 9 new achievements: ‘King of Kings’, ‘Restore the Pentarchy’, ‘Mets Hayk’, ‘Desert Power’, ‘Breadbasket of the World’, ‘The Last Crusade’, ‘A truly good maaa-tch’, ‘Legacy of Saint George’ and ’ ZoroAustrians’. - Added 8 new Monuments accessible through the Leviathan DLC: Golestan Palace, Al-Azhar University, City of Sana’a, Tomb of Shah Rukn-e-Alam, Nizwa Fort, Itchan Kala, Narikala Fortress and Kazan Kremlin. - Added the Savayyid Order for Ardabil and Shia Persia accessible through the Golden Century DLC. - Added 25 events for Persia which fire during a playthrough. - Added a new Georgian culture and a new setup for the Georgian area in the base game. - Added the Turco-Iranian culture in the base game. - The Teuton and Livonian Order mission trees now have buttons to preview branching missions.
# Governments - The government reform "Millennialist Theocracy" no longer grants Monarch Power per dev when converting a country. Instead, you will gain devotion per dev. Additionally, the gov reform now grants +1 Monthly Church Power, +0.25 Monthly Fervor, -25% Enforce Religion Cost, +10% Morale Damage and -2 Yearly Devotion. - The government reform "Elite Mercenaries" now only decreases merc cost by -15% instead of -25% - The government reform "Mercenary Leadership" now only decreases merc cost by -10% instead of -25% - The government reform "Cavalry Warfare" now decreases Cav Cost by -10% instead of -15% - The government reform "Expand Temple Rights" no longer decreases Admin Advisor Cost. - ‘Land of the Christian Sun’ reform now turns Japan into a monarchy to avoid script complications with overlapping reforms - ‘Land of the Christian Sun’ reform will no longer allow for heirs since generals become rulers - Added two new government reforms for Byzantium and one reform exclusively for Custom Nations so they can play with the Byzantine subject too. - Added a new government reform for Tier 6 which is available for countries which completed Court Ideas. The reform allows you to seize and sell crownland to targeted estates. - Fixed government power bars not working properly with values different from -100 and 100.
# Units - Added more sources of Revolutionary Guard special unit in relevant government reforms.
# Other - Removed Manpower reward from the Brandenburg Gate via the Prussian mission 'Balance of Power' - Appanages have now the subject interactions "Seize Court Resources" and "Request Extra Levies". - The Ottoman holy order "Mevlevi" now only decreases local dev cost by -5% instead of by -10% - The Eyalets now only provide 10% of their forcelimit / manpower to their overlord instead of 20%. Core Eyalets now only provide 20% of their forcelimit /manpower to their overlord instead of 33%. - The Ottoman mission reward of the mission "The Eyalet of Al-Andalus" no longer reduces Warscore Cost vs Other Religions. - The Ottoman mission reward of the mission "A Sunni Empire" will no longer increase Tolerance of Own Faith and will no longer decrease Warscore Cost vs other Religions. - The Ottoman mission reward of the mission "Spread the True Faith" no longer decreases Warscore Cost against other Religions. - The Janissary estate privilege "Strict Devshirme System" now only grants 10% Local Manpower Modifier and +15% Fort Defense". - The Janissary privilege "Ensure Disciplined Training" now increases the discipline of Janissaries by 2.5% instead of 5%. - The Janissary estate privilege "Professional Soldiers" now reduces the Reinforce Cost Modifier of Janissaries by -10% instead of by -20% - The permanent Ottoman modifier "Expanded Imperial Administration" from the "Expansion of the Imperial Bureaucracy" event no longer decreases CCR. - The Devshirme ability "Assign Local Pashas" now only decreases CCR by 5% instead of 10%. - The Devshirme Action "Conscript Heathen Recruits" will now only increase the Vassal Manpower Contribution by 15%, nerfing it down from +25% Vassal Manpower Contribution and +10% Manpower Recovery Speed. - The modifier "The Ottoman Rule" from the event "The Internal Power Structure" now only gives -25% Autonomy Change Time, removing the passive War Exhaustion reduction from it entirely. - The Ottoman government reform "Expanded Devshirme System" will now decrease only the Reinforce Cost of Janissaries by 10%, nerfing it down from its previous -20% and +25% Reinforce Speed. - The Tripitaka Koreana now gives +100% Local Institution Spread instead of a passive Institution bonus. The tall Empire of Korea will be slowed down by it, but should still be a force to reckon with even if they do not conquer a single province. - The Provincial Government System will now only increase the local tax by 20% instead of by 33% and giving -1 Local Unrest. - Recruitment by Merit now increases the Janissary Infantry Combat by 10% at 100% crownland instead of by 20% - The Janissary Estate privilege "Sultan-Appointed Aghas" no longer grants +0.3 Yearly Army Tradition. - Taking the Great Council of Mechelen reform will now disable the Dutch Revolt even after it started getting progress. It will NOT stop the disaster once it has fired though.
# Icons/Art - Added an icon showing mutually exclusive reforms for the empire of China.
# Tooltips - Improved tooltipable area for estate factors in grant privilege view. - Improved the tooltip for introducing a new heir.
# Other - Added a Development based information in the tooltip of the Religion pie chart in the Ledger. - Added sort buttons for Autonomy Macrobuilder. Provinces that can have their autonomy Increased/Decreased will be now grouped together. - Added an alert for State Edicts that are no longer needed. For example Missionary Strength Edict if all provinces are converted. - It's now possible to click on names in State View to view that province. - You are now able to transfer multiple province occupations to one ally by selecting provinces with Shift + Left Click beforehand. - It’s now possible to merge normal armies without needing to deselect mercenaries. The mercenary armies won’t be merged but they won’t block the button to merge. - Added a sort by giver in the peace deal screen. - Fixed so diplomacy mapmode gets updated as states and cores are added/removed. - Improved the coring list height and button positioning when having height resolution greater than 1080. - Added the ability to remove buildings via right click in the macrobuilder. - The Metropolitan map mode is now renamed into the "Local Organisation" map mode and its tooltip now reflects its changed purpose. - An explanation has been added saying why you can’t set Threatened attitude. - Added a "Go to" button to leader death message. It opens the military leader menu. - You can now spend more ducats or manpower when holding Shift in the Great Project window to speed up the construction. - Go to button in the Claim Fabricated message now moves the camera to the claimed province instead of the nation’s capital. - Permanent claims are now shown in the Peace Deal menu similar to how normal claims are shown.. - Mapmodes: Diplomatic mapmode shows core provinces over claims.
# Effects - Added 'effect' and 'removed_effect' clauses to Ideas, Institutions (only 'effect'), Hegemons, Fetishits Cults, Technologies (only 'effect') - Added play_sound effect. - Added transfer_papal_controller which will change the controller without killing the current Pope. - Added random_in_area and random_in_region effect scopes - on_actions are now additive
# Other - Added on_overrun on action. - Added can_join_hre and can_leave_hre scripted functions. - base_tax, base_production, base_manpower, development and development_discounting_tribal now accept scopes as value. - Added a new set_naval_doctrine effect. - Cost of a Naval Doctrine can now be set for each individual one in script.. - Added scriptable GUI. - Added is_mod_active trigger.
################### # Script ################### # Achievements - The Achievement "David the Builder" no longer requires you to start as Imereti. - The "Mehmet's Ambition" achievement has now been updated to reflect the changes to the Roman Empire decision.
# Decisions - Timurids can now form Persia. - Forming Persia as the Timurids will now require that every single subject nation of the Timurids as well as Ajam and its subjects is not existing. - Barbary Iqtas can now form the Mamluks too. - You now have to be Muslim to form Arabia - Countries of the Byzantine culture group can now restore Byzantium. - Forming a country will now always reset your name and color to the default name of the newly formed country. - The decision to form Siam as anybody but Ayutthaya will now require you to complete 2 non-estate disasters to mirror the difficulty Ayutthaya has to overcome to form Siam. - The decision to convert to Islam will no longer be taken by the AI immediately if they are a Theocracy, Jewish or Zoroastrian. Additionally, it now demands of Theocracies to have less than 80 devotion to be picked, making it impossible to have Sunni Jerusalem day one after they are released. - Forming Rome will no longer require you to own the entirety of the highlighted regions. Instead, it will require you to own 425 provinces of these regions (for comparison: before this change, you were required to own at least 328 provinces, but you were obligated to own everything of France, Italy, Balkans, Anatolia and Mashriq). The highlighted provinces are the ones the real Roman Empire owned at any point of time.
# Events - The Ottoman AI will now try to make Mamluks to their Eyalet should they declare on the Mamluks with the right cb and occupy their capital for one year. - The events of Purple Phoenix have now all a MTTH of 72 months as they tended to be very spammy. - Added a line to all the Eyalet events emphasizing that the cores on regions are only applied to the provinces already owned by the Ottomans.
# Ideas - The Persian ideas now give +10% Production Efficiency instead of 5%, +15% Manpower Recovery Speed instead of +10% Manpower Recovery Speed, +15% Global Tax instead of +10% Global Tax and additionally -5% Dev Cost Modifier. - Added ideas for the nation of Arabia. - Added ideas for the nation of Egypt. - The Byzantine Ideas now give +20% Improve Relations, +10% Goods Produced Modifier instead of +5%, +25% Core-Creation Cost instead of the Mercenary Maintenance, +0.3 Yearly Patriarch Authority, +20% Reform Progress Growth instead of the National tax modifier, +15% Fort Defense instead of the -10% Stability cost modifier, +15% National Manpower Modifier instead of +10%. Global Trade Power and Yearly Prestige has been removed from the ideas. - The game will now properly subscribe LPC ideas when the Commonwealth is formed by Lithuania - The first idea of Court Ideas now gives +1 Dip Rep.
# Missions - The Polish mission that extends your Golden Era, will now do so for 50 years, instead of 30. - The Daimyo mission "Regulate the Social Order" now offers an alternative requirement to Absolutism, so you can complete it before the Age of Absolutism. - The timed challenge around the Franconian Succession will now only be available to Brandenburg. - The Spanish mission 'Rein in France' now grants 10 Power Projection instead of 25. - ‘The Varna Aftermath’ mission for Poland will now grant 1 PU CB instead of 2, and claims instead of the 2nd PU CB, depending on the choice in the Jagiellon event. - Streamlined the Polish missions ‘Protect Hungary’, ‘Throne of Bohemia’ and ‘Balance the Princely Lands’. - The Polish mission "Leverage the Magnates" will now require fewer than 4 privileges, instead of fewer than 2 for the nobles. - The Mughals missions are available if you own King of Kings. - Fixed a bug where the default missions for England without all DLCs are disconnected. - Added DLC checks for some missions in Iberia that require flagships - Economic ideas now properly grant the development from constructing manufactories once the ideaset is completed - Economic ideas now grant their mechanic rewards at proper times - Fixed a localisation error with the PLC mission 'Golden Liberty' - Fixed an incorrect scope for Pagan faiths in the EoC missions - Qing's ‘Three Feudatories’ no longer gives Subjugation CB towards the wrong country - ‘The Examination System’ mission for the Emperor of China will no longer cost more Gov Reform progress than it should - Added checks for Leviathan in many missions that require trust because the latter is hard to attain without the DLC despite being a base game feature - Completing the Japanese mission ‘Balance of Power’ via Absolutism will now grant the proper reform as reward - The Qing mission "Expel Foreign Merchants" now gives proper effects for the trade nodes of Ragusa and Aleppo. - The Ming mission "End the Sengoku Jidai" now properly gives a fallback reward in case you don't own Mandate of Heaven. - The conditions for the Manchurian mission "Reorganize the Tribes" now properly checks for the primary cultures of the countries. - The highlighting for the French mission "House of God" now works properly if you decide to align with the Pope. - The conditions for the French mission "The Peninsula War" now properly checks for local autonomy. - The fallback for the Spanish mission "Holy See Politics" will now properly check if you have an inquisitor. - Fixed an issue where the Chinese mission "Fortify the Coast" would not grant any reward whatsoever.
# Modifiers - Fixed an issue with 3 French religious wars modifiers granting local unrest instead of global.
# Setup - Timurids and the Ottomans are now historical rivals. - Added proper names for the Tabriz and Azerbaijan areas. - France will no longer integrate Burgundy if the latter is a player. - Syria now starts as a subject to the Mamluks. - Changed the bonuses of the Pyramids great project to better co-exist with the new great project in Cairo - Added Krakow in the european_trade_node_scope scripted trigger - The province of Daman now starts as a religious center for Zoroastrianism. - Most of the provinces in Persia now start as Sunni instead of Shia. - Konstantinos Palaiologos, the starting heir of Byzantium, is now a 5/2/3 instead of a 3/2/2, but has only 60 Claim on the throne. - The province of Burgas now belongs to Byzantium in 1444 instead of the Ottomans. - Byzantine provinces in the Morea area now start with +25% Local Autonomy.
# Other - AI is now actually inclined to form Arabia when they reach ADM tech 19 - Removed some immersion-breaking military reforms from the 5th tier for Tribal nations. - Forming Arabia now allows you to place your capital in one of 5 important Islamic cities. - Added a disclaimer to the scripted effect for Innovativeness or Monarch Power gain from Events, which emphasizes that you do not gain extra monarch power from Innovativeness Gain modifiers. - The decision "Promote Sojunghwa" now is usable even after the Mandate has been destroyed. - Persia and Eranshahr (the Zoroastrian Persia tag) are now Endgame Tags. - Prussian militarization evolution rewards will now only show up if you are Prussia / Germany and have the Prussian Monarchy reform - The "Cathedral" building is now called "Great Synagogue" and "Great Fire Temple" for Jewish and Zoroastrian countries respectively. - The Edinburgh monument no longer tells you that you could use it from a mission reward as such mission reward does not exist in the game. - The Zoroastrian religion can now propagate their religion via the trading policy. - Changed the Zoroastrian blessings a bit: Replaced the Yearly Corruption with +10% Improve Relations - Replaced the "Shirvan" and the "Sabzevarian" holy sites with the provinces of "Zanjan" and "Tun" respectively. The achievement "Keep the Flame Burning" has been updated to reflect this change, and as such requires now the 5 Holy Sites AND atop of it the monument in Shirvan. - Zoroastrian and Jewish countries are now allowed to claim the Defender of Faith title. No other religions will get this privilege as it is intended for Zoroastrian / Jewish countries to spread their religion without affecting the overall balance too much. - Diplomacy: Distant war modifier is less impactful for calling in rivals in wars. - Diplomacy: AI desire of provinces and desire of subjects' provinces is now combined into one opinion modifier.
################### # Bugfixes ################### - Advisor's death now correctly fires on_x_advisor_fired on action. - Fixed a crash when using trigger values. - Fixed attached units moving in different directions in some cases. - Curia Power Cost is now capped at 10%. - In the Trade Favors for Trust menu the values are now displayed correctly. - Ifs in Scripted triggers now correctly assign values to triggers. Added a post validation function to IfTrigger to assign values in the limit. - Fixed a missing "is" in a tooltip for several monuments. - add_province_triggered_modifier will no longer show errors when used in different places. - Removed a bug that allowed a ruler to be immortal if Ottomans were in a disaster and without an heir. - Added a new line in the description of the trade company investments modifier. - Added a check if a human ally can join a war in the war declaration screen. It will now show an X instead of a question mark. - The Russian AI will no longer bankrupt itself by purchasing Modern Ideas - The Estate Action "Ask for Contribution" from the Vaishyas now actually scales with their influence. - Fixed an issue which caused estates to have their loyalty and influence reduced while they are in power. - Changing trade goods to Coal now properly subtracts 1 base production from the province, if the province had a manufactory and Economic ideas - Placing a relative on the throne in a subject now correctly calls the on_new_monarch and on_monarch_death on actions. - Government reforms now display Special Unit forcelimit modifiers in gray when that unit isn't available yet instead of being hidden. - Fixed tooltips for State Edicts in the Macrobuilder - Added replacements for Mandate of Heaven modifiers when playing without that expansion. - Ming no longer starts with more boats than their forcelimit allows. - Overlords can now request maps from their subjects. Subjects can request maps from their overlords or subjects under the same overlord. - Fixed Revolutionary text not being hidden when creating a Client State before Revolutions are available. - Removed an unnecessary new line in the Annexation tooltip. - Fixed remove_trade_modifier tooltip having the color "spill out" - Expand the Empire peace treaty no longer allows for full annexation. - Fixed blockade capacity tooltip showing half of the development that can be blockaded. - extend_golden_age now adds to the month counter, using it two times will result in a sum instead of only one value. - Force Religion Warscore cost modifier is now capped at -90% - AI will no longer send privateers to Trade Nodes they can't reach. - Fixed Fervors not being updated correctly with their potential trigger. - Fixed a CTD when the start_debate effect is used on a country without a Parliament. - Regiment Discipline from mercenary modifiers and special unit modifiers is now accounted for when calculating Military Tactics during a battle. - Fixed a crash when hovering over a building in the technology screen. - Made it so the core_all button in the state view doesn't get enabled if we can't core due to war. - Fixed government power bars not working properly with values different from -100 and 100. - Parliament issue modifiers are now tied to the duration of the issue which can be changed with modifiers. - Fixed so the disinherit button becomes visible immediately without having to reopen the court view. - Fixed issues with DLC only modifiers applying wrong values. - Moving the date from a bookmark will no longer cause interesting countries’ shields to show wrong information. - Fixed issue where tribal rebels are more likely to spawn than separatists before coring a province. - Non-existing countries will be automatically removed from tribal federations. - Unconditional surrender now isn't applied to provinces that are sieged by 3rd party nations in different wars. - AI will buy trade company investments more often - Fixed an issue with non reinforcing rebels using only the relocation movement - Set the minimum trade power transferred between nations to 0. - Changed local_unrest in reset_parliament_debate_modifier to global since it's applied to a country not provinces. - Raise Cossack Host no longer grants 50% of the force limit but 5%. - Fixed parliament issues being initially backed by too few seats, because the wrong define was used. - Establish Eyalet peace treaty no longer allows to take War Reparations as well. - Fixed Government Reform switch confirmation window showing wrong potential. - Provence now properly integrates Lorraine in the ‘House de Valois’ event for France - The Eunuch Agenda ‘Appease Eunuch Quotas’ will no longer require you to embrace undiscovered institutions - Swapped the power level calculations of Eyalets and Core Eyalets. Core Eyalets are now much easier to keep loyal while Eyalets themselves consider the power of all subjects instead of just their own now. - Only Eyalets are now allowed to gather favor towards their overlord. - Fixed an issue where the name "Nouvelle-Écrosse" could not appear for Colonial Canada. - Fixed a bug with the Polish disaster "Struggle for Royal Power" - Placed_merchant_power_modifier now works correctly. - CBs such as Imperial Liberation no longer disappear when the target country changes tag. - Fixed "Is not running a deficit" trigger taking into account non-monthly expenses. - Custom nation flag emblems are now centered to background. - Rebel model no longer appears as default in the battle summary screen. - Native countries no longer lose stability on native chief death. - Trade button in the province view no longer opens the trade node window if the node is not discovered. - Imperial Authority Modifiers no longer increase the growth of Mandate for the EoC. - Fixed an issue with resending a colonist, after they have been recalled, back to a colony adjacent to a Colonial Nation. - Positive all_estates_influence modifiers (such as Cabinet Cooperation for EoC and Reformation of the States for Ottomans) are properly applied when calculating bonuses from the estate. - It is no longer possible to placate subjects when over the max limit. - Grant Administrative autonomy now properly displays Liberty change correctly. - Subjects', who don't have legitimacy or equivalent mechanics, information is now displayed in the subject menu. - Manpower and sailor modifiers of subject countries now displayed correctly in the tooltip. - Subject countries may now convert provinces even if they're at max Religious Unity - Generals that are loaded onto a ship cannot be reassigned. - Exiled armies are not allowed to attack natives in uncolonized provinces. - Indulgence cost no longer shows up in the monthly treasury menu - Countries already at war with the claimant of a PU won't be invited to contest. - Selecting peace options now centers the camera on the target of the option. - State holy order / office descriptions no longer show an inflation modifier - Fixed the incorrect trade value of a node in the trade interface - Fixed the incorrect display of unit losses in the battle report message
I’m Arnau Casellas, the new Associate Producer at Paradox Tinto. You may remember me from previous Dev Diaries, as I have been in Tinto as Internal QA since Lions of the North. So I hope to be with you more often from now on.
We're finally one week away from Europa Universalis IV: King of Kings release!
As a preview, we'll be hosting a King of Kings Q&A on our Discord server on Thursday, November 2nd at 15.00 CET, so be sure to check that out if you have any specific questions!
In today’s DD, we're sharing with you the changelog of the new update, 1.36 'Byzantium'.
I’m really proud of the work that the Dev Team has put into King of Kings over the last few months, as more than 200 fixes and tweaks have been added since the last patch.
We hope you appreciate the effort we've put into this update, and we'll try to answer any questions and concerns relating to it during this week.
################### # Expansion Features ###################
- Persia: Added a new Mission Tree for Persia with 116 Missions in total (77 common Missions, 31 Mission depending on Religion - Sunni, Shiite, Zoroastrian, 8 Missions depending on Origin - Ardabil, post-Timurid, Mazandarani); a new mission tree for Ardabil with 12 Missions; 2 new government mechanics (‘Persian Influence' for a Muslim Persia, and 'The Three Royal Fires for a Zoroastrian one'); 2 new Estates ('Ghilman' and 'Qizilbash) with their own set of agendas and disasters; 20 new estate privileges; 6 government reforms; 1 new special unit, the ‘Qizilbash’, which can be recruited either as Infantry or as Cavalry units; 68 new events; and more additional content like Diplomatic Actions, Subject Types, CBs, and Local Organizations.
- Mamluks: Added a new mission tree for the Mamluks with 39 missions; 1 new government mechanic, 'Egyptian Westernization' (either by forming Egypt through the Mamluk Mission Tree, or independently as another Nation); 7 new government reforms; 13 new estate privileges; 1 new Holy Order, 'Kashifs'; 4 new Naval Doctrines, 'Mamluk Galleys', 'Mamluk Light Ships', 'Mamluk Warships', and 'Mamluk Transports'; 1 new special unit, 'Mamluks’; 16 new events; and more additional content like new hirable Mercenaries, Diplomatic Actions, and Estate Agendas for the Nobility centered around the Mamluk ruling class.
- Byzantium: Added a new mission tree for Byzantium with 55 missions; 6 new government reforms; 6 new Estate Privileges; 57 new events; 10 new decisions; a new Type of Subject, ‘Pronoia’; and new Decisions and hireable Mercenaries.
- Arabia: Added a new mission tree for Arabian Minors with 34 Missions (making it possible to form Arabia using the Mission Tree); 1 New Estate Privilege, ‘Oasis Development’; 9 new events; 1 new CB, 'Spread Islam'; and a new Decision for Arabia. - Yemen: Added a new mission tree for Yemeni Nations with 26 Missions, plus 5 extra missions for the Rassids; 1 new Estate Privilege, ‘Monopoly on Coffee’; and 7 new events. - Georgia: Added a new mission tree for Georgia with 30 missions in total; 1 new disaster, 'Georgian Crisis', with 4 new related events; 1 new Estate Privilege, 'Highland Fortifications'; and 7 new events. - Armenia: Added a new mission tree for Karabakh/Armenia with 30 missions in total; 2 new government reforms, 'Nakharar Title' and 'Sparapet Office'; and 4 new events. - Turkomen: Added new mission trees for Aq Qoyunlu (31 missions in total) and Qara Qoyunlu (30 missions in total); Aq Qoyunlu and Qara Qoyunlu can now access Janissaries and Pashas through the mission tree; 1 new government reform, 'Turkmen Ottoman Institutions'; 2 new Estate Privilege, 'Emirs of Baghdad' and 'Great Works of Iran'; and 11 new events - 8 new Unit Packs, including Cyprus, Trebizond, Karaman, Israel, Tlemcen, Syria, Armenia and Georgia, with 32 new sprites in total. - 3 new Music Packs (Persia, Egypt, Caucasus), with 12 new songs in total.
################### # Free Features ################### - Added 9 new achievements: ‘King of Kings’, ‘Restore the Pentarchy’, ‘Mets Hayk’, ‘Desert Power’, ‘Breadbasket of the World’, ‘The Last Crusade’, ‘A truly good maaa-tch’, ‘Legacy of Saint George’ and ’ ZoroAustrians’. - Added 8 new Monuments accessible through the Leviathan DLC: Golestan Palace, Al-Azhar University, City of Sana’a, Tomb of Shah Rukn-e-Alam, Nizwa Fort, Itchan Kala, Narikala Fortress and Kazan Kremlin. - Added the Savayyid Order for Ardabil and Shia Persia accessible through the Golden Century DLC. - Added 25 events for Persia which fire during a playthrough. - Added a new Georgian culture and a new setup for the Georgian area in the base game. - Added the Turco-Iranian culture in the base game. - The Teuton and Livonian Order mission trees now have buttons to preview branching missions.
# Governments - The government reform "Millennialist Theocracy" no longer grants Monarch Power per dev when converting a country. Instead, you will gain devotion per dev. Additionally, the gov reform now grants +1 Monthly Church Power, +0.25 Monthly Fervor, -25% Enforce Religion Cost, +10% Morale Damage and -2 Yearly Devotion. - The government reform "Elite Mercenaries" now only decreases merc cost by -15% instead of -25% - The government reform "Mercenary Leadership" now only decreases merc cost by -10% instead of -25% - The government reform "Cavalry Warfare" now decreases Cav Cost by -10% instead of -15% - The government reform "Expand Temple Rights" no longer decreases Admin Advisor Cost. - ‘Land of the Christian Sun’ reform now turns Japan into a monarchy to avoid script complications with overlapping reforms - ‘Land of the Christian Sun’ reform will no longer allow for heirs since generals become rulers - Added two new government reforms for Byzantium and one reform exclusively for Custom Nations so they can play with the Byzantine subject too. - Added a new government reform for Tier 6 which is available for countries which completed Court Ideas. The reform allows you to seize and sell crownland to targeted estates. - Fixed government power bars not working properly with values different from -100 and 100.
# Units - Added more sources of Revolutionary Guard special unit in relevant government reforms.
# Other - Removed Manpower reward from the Brandenburg Gate via the Prussian mission 'Balance of Power' - Appanages have now the subject interactions "Seize Court Resources" and "Request Extra Levies". - The Ottoman holy order "Mevlevi" now only decreases local dev cost by -5% instead of by -10% - The Eyalets now only provide 10% of their forcelimit / manpower to their overlord instead of 20%. Core Eyalets now only provide 20% of their forcelimit /manpower to their overlord instead of 33%. - The Ottoman mission reward of the mission "The Eyalet of Al-Andalus" no longer reduces Warscore Cost vs Other Religions. - The Ottoman mission reward of the mission "A Sunni Empire" will no longer increase Tolerance of Own Faith and will no longer decrease Warscore Cost vs other Religions. - The Ottoman mission reward of the mission "Spread the True Faith" no longer decreases Warscore Cost against other Religions. - The Janissary estate privilege "Strict Devshirme System" now only grants 10% Local Manpower Modifier and +15% Fort Defense". - The Janissary privilege "Ensure Disciplined Training" now increases the discipline of Janissaries by 2.5% instead of 5%. - The Janissary estate privilege "Professional Soldiers" now reduces the Reinforce Cost Modifier of Janissaries by -10% instead of by -20% - The permanent Ottoman modifier "Expanded Imperial Administration" from the "Expansion of the Imperial Bureaucracy" event no longer decreases CCR. - The Devshirme ability "Assign Local Pashas" now only decreases CCR by 5% instead of 10%. - The Devshirme Action "Conscript Heathen Recruits" will now only increase the Vassal Manpower Contribution by 15%, nerfing it down from +25% Vassal Manpower Contribution and +10% Manpower Recovery Speed. - The modifier "The Ottoman Rule" from the event "The Internal Power Structure" now only gives -25% Autonomy Change Time, removing the passive War Exhaustion reduction from it entirely. - The Ottoman government reform "Expanded Devshirme System" will now decrease only the Reinforce Cost of Janissaries by 10%, nerfing it down from its previous -20% and +25% Reinforce Speed. - The Tripitaka Koreana now gives +100% Local Institution Spread instead of a passive Institution bonus. The tall Empire of Korea will be slowed down by it, but should still be a force to reckon with even if they do not conquer a single province. - The Provincial Government System will now only increase the local tax by 20% instead of by 33% and giving -1 Local Unrest. - Recruitment by Merit now increases the Janissary Infantry Combat by 10% at 100% crownland instead of by 20% - The Janissary Estate privilege "Sultan-Appointed Aghas" no longer grants +0.3 Yearly Army Tradition. - Taking the Great Council of Mechelen reform will now disable the Dutch Revolt even after it started getting progress. It will NOT stop the disaster once it has fired though.
# Icons/Art - Added an icon showing mutually exclusive reforms for the empire of China.
# Tooltips - Improved tooltipable area for estate factors in grant privilege view. - Improved the tooltip for introducing a new heir.
# Other - Added a Development based information in the tooltip of the Religion pie chart in the Ledger. - Added sort buttons for Autonomy Macrobuilder. Provinces that can have their autonomy Increased/Decreased will be now grouped together. - Added an alert for State Edicts that are no longer needed. For example Missionary Strength Edict if all provinces are converted. - It's now possible to click on names in State View to view that province. - You are now able to transfer multiple province occupations to one ally by selecting provinces with Shift + Left Click beforehand. - It’s now possible to merge normal armies without needing to deselect mercenaries. The mercenary armies won’t be merged but they won’t block the button to merge. - Added a sort by giver in the peace deal screen. - Fixed so diplomacy mapmode gets updated as states and cores are added/removed. - Improved the coring list height and button positioning when having height resolution greater than 1080. - Added the ability to remove buildings via right click in the macrobuilder. - The Metropolitan map mode is now renamed into the "Local Organisation" map mode and its tooltip now reflects its changed purpose. - An explanation has been added saying why you can’t set Threatened attitude. - Added a "Go to" button to leader death message. It opens the military leader menu. - You can now spend more ducats or manpower when holding Shift in the Great Project window to speed up the construction. - Go to button in the Claim Fabricated message now moves the camera to the claimed province instead of the nation’s capital. - Permanent claims are now shown in the Peace Deal menu similar to how normal claims are shown.. - Mapmodes: Diplomatic mapmode shows core provinces over claims.
# Effects - Added 'effect' and 'removed_effect' clauses to Ideas, Institutions (only 'effect'), Hegemons, Fetishits Cults, Technologies (only 'effect') - Added play_sound effect. - Added transfer_papal_controller which will change the controller without killing the current Pope. - Added random_in_area and random_in_region effect scopes - on_actions are now additive
# Other - Added on_overrun on action. - Added can_join_hre and can_leave_hre scripted functions. - base_tax, base_production, base_manpower, development and development_discounting_tribal now accept scopes as value. - Added a new set_naval_doctrine effect. - Cost of a Naval Doctrine can now be set for each individual one in script.. - Added scriptable GUI. - Added is_mod_active trigger.
################### # Script ################### # Achievements - The Achievement "David the Builder" no longer requires you to start as Imereti. - The "Mehmet's Ambition" achievement has now been updated to reflect the changes to the Roman Empire decision.
# Decisions - Timurids can now form Persia. - Forming Persia as the Timurids will now require that every single subject nation of the Timurids as well as Ajam and its subjects is not existing. - Barbary Iqtas can now form the Mamluks too. - You now have to be Muslim to form Arabia - Countries of the Byzantine culture group can now restore Byzantium. - Forming a country will now always reset your name and color to the default name of the newly formed country. - The decision to form Siam as anybody but Ayutthaya will now require you to complete 2 non-estate disasters to mirror the difficulty Ayutthaya has to overcome to form Siam. - The decision to convert to Islam will no longer be taken by the AI immediately if they are a Theocracy, Jewish or Zoroastrian. Additionally, it now demands of Theocracies to have less than 80 devotion to be picked, making it impossible to have Sunni Jerusalem day one after they are released. - Forming Rome will no longer require you to own the entirety of the highlighted regions. Instead, it will require you to own 425 provinces of these regions (for comparison: before this change, you were required to own at least 328 provinces, but you were obligated to own everything of France, Italy, Balkans, Anatolia and Mashriq). The highlighted provinces are the ones the real Roman Empire owned at any point of time.
# Events - The Ottoman AI will now try to make Mamluks to their Eyalet should they declare on the Mamluks with the right cb and occupy their capital for one year. - The events of Purple Phoenix have now all a MTTH of 72 months as they tended to be very spammy. - Added a line to all the Eyalet events emphasizing that the cores on regions are only applied to the provinces already owned by the Ottomans.
# Ideas - The Persian ideas now give +10% Production Efficiency instead of 5%, +15% Manpower Recovery Speed instead of +10% Manpower Recovery Speed, +15% Global Tax instead of +10% Global Tax and additionally -5% Dev Cost Modifier. - Added ideas for the nation of Arabia. - Added ideas for the nation of Egypt. - The Byzantine Ideas now give +20% Improve Relations, +10% Goods Produced Modifier instead of +5%, +25% Core-Creation Cost instead of the Mercenary Maintenance, +0.3 Yearly Patriarch Authority, +20% Reform Progress Growth instead of the National tax modifier, +15% Fort Defense instead of the -10% Stability cost modifier, +15% National Manpower Modifier instead of +10%. Global Trade Power and Yearly Prestige has been removed from the ideas. - The game will now properly subscribe LPC ideas when the Commonwealth is formed by Lithuania - The first idea of Court Ideas now gives +1 Dip Rep.
# Missions - The Polish mission that extends your Golden Era, will now do so for 50 years, instead of 30. - The Daimyo mission "Regulate the Social Order" now offers an alternative requirement to Absolutism, so you can complete it before the Age of Absolutism. - The timed challenge around the Franconian Succession will now only be available to Brandenburg. - The Spanish mission 'Rein in France' now grants 10 Power Projection instead of 25. - ‘The Varna Aftermath’ mission for Poland will now grant 1 PU CB instead of 2, and claims instead of the 2nd PU CB, depending on the choice in the Jagiellon event. - Streamlined the Polish missions ‘Protect Hungary’, ‘Throne of Bohemia’ and ‘Balance the Princely Lands’. - The Polish mission "Leverage the Magnates" will now require fewer than 4 privileges, instead of fewer than 2 for the nobles. - The Mughals missions are available if you own King of Kings. - Fixed a bug where the default missions for England without all DLCs are disconnected. - Added DLC checks for some missions in Iberia that require flagships - Economic ideas now properly grant the development from constructing manufactories once the ideaset is completed - Economic ideas now grant their mechanic rewards at proper times - Fixed a localisation error with the PLC mission 'Golden Liberty' - Fixed an incorrect scope for Pagan faiths in the EoC missions - Qing's ‘Three Feudatories’ no longer gives Subjugation CB towards the wrong country - ‘The Examination System’ mission for the Emperor of China will no longer cost more Gov Reform progress than it should - Added checks for Leviathan in many missions that require trust because the latter is hard to attain without the DLC despite being a base game feature - Completing the Japanese mission ‘Balance of Power’ via Absolutism will now grant the proper reform as reward - The Qing mission "Expel Foreign Merchants" now gives proper effects for the trade nodes of Ragusa and Aleppo. - The Ming mission "End the Sengoku Jidai" now properly gives a fallback reward in case you don't own Mandate of Heaven. - The conditions for the Manchurian mission "Reorganize the Tribes" now properly checks for the primary cultures of the countries. - The highlighting for the French mission "House of God" now works properly if you decide to align with the Pope. - The conditions for the French mission "The Peninsula War" now properly checks for local autonomy. - The fallback for the Spanish mission "Holy See Politics" will now properly check if you have an inquisitor. - Fixed an issue where the Chinese mission "Fortify the Coast" would not grant any reward whatsoever.
# Modifiers - Fixed an issue with 3 French religious wars modifiers granting local unrest instead of global.
# Setup - Timurids and the Ottomans are now historical rivals. - Added proper names for the Tabriz and Azerbaijan areas. - France will no longer integrate Burgundy if the latter is a player. - Syria now starts as a subject to the Mamluks. - Changed the bonuses of the Pyramids great project to better co-exist with the new great project in Cairo - Added Krakow in the european_trade_node_scope scripted trigger - The province of Daman now starts as a religious center for Zoroastrianism. - Most of the provinces in Persia now start as Sunni instead of Shia. - Konstantinos Palaiologos, the starting heir of Byzantium, is now a 5/2/3 instead of a 3/2/2, but has only 60 Claim on the throne. - The province of Burgas now belongs to Byzantium in 1444 instead of the Ottomans. - Byzantine provinces in the Morea area now start with +25% Local Autonomy.
# Other - AI is now actually inclined to form Arabia when they reach ADM tech 19 - Removed some immersion-breaking military reforms from the 5th tier for Tribal nations. - Forming Arabia now allows you to place your capital in one of 5 important Islamic cities. - Added a disclaimer to the scripted effect for Innovativeness or Monarch Power gain from Events, which emphasizes that you do not gain extra monarch power from Innovativeness Gain modifiers. - The decision "Promote Sojunghwa" now is usable even after the Mandate has been destroyed. - Persia and Eranshahr (the Zoroastrian Persia tag) are now Endgame Tags. - Prussian militarization evolution rewards will now only show up if you are Prussia / Germany and have the Prussian Monarchy reform - The "Cathedral" building is now called "Great Synagogue" and "Great Fire Temple" for Jewish and Zoroastrian countries respectively. - The Edinburgh monument no longer tells you that you could use it from a mission reward as such mission reward does not exist in the game. - The Zoroastrian religion can now propagate their religion via the trading policy. - Changed the Zoroastrian blessings a bit: Replaced the Yearly Corruption with +10% Improve Relations - Replaced the "Shirvan" and the "Sabzevarian" holy sites with the provinces of "Zanjan" and "Tun" respectively. The achievement "Keep the Flame Burning" has been updated to reflect this change, and as such requires now the 5 Holy Sites AND atop of it the monument in Shirvan. - Zoroastrian and Jewish countries are now allowed to claim the Defender of Faith title. No other religions will get this privilege as it is intended for Zoroastrian / Jewish countries to spread their religion without affecting the overall balance too much. - Diplomacy: Distant war modifier is less impactful for calling in rivals in wars. - Diplomacy: AI desire of provinces and desire of subjects' provinces is now combined into one opinion modifier.
################### # Bugfixes ################### - Advisor's death now correctly fires on_x_advisor_fired on action. - Fixed a crash when using trigger values. - Fixed attached units moving in different directions in some cases. - Curia Power Cost is now capped at 10%. - In the Trade Favors for Trust menu the values are now displayed correctly. - Ifs in Scripted triggers now correctly assign values to triggers. Added a post validation function to IfTrigger to assign values in the limit. - Fixed a missing "is" in a tooltip for several monuments. - add_province_triggered_modifier will no longer show errors when used in different places. - Removed a bug that allowed a ruler to be immortal if Ottomans were in a disaster and without an heir. - Added a new line in the description of the trade company investments modifier. - Added a check if a human ally can join a war in the war declaration screen. It will now show an X instead of a question mark. - The Russian AI will no longer bankrupt itself by purchasing Modern Ideas - The Estate Action "Ask for Contribution" from the Vaishyas now actually scales with their influence. - Fixed an issue which caused estates to have their loyalty and influence reduced while they are in power. - Changing trade goods to Coal now properly subtracts 1 base production from the province, if the province had a manufactory and Economic ideas - Placing a relative on the throne in a subject now correctly calls the on_new_monarch and on_monarch_death on actions. - Government reforms now display Special Unit forcelimit modifiers in gray when that unit isn't available yet instead of being hidden. - Fixed tooltips for State Edicts in the Macrobuilder - Added replacements for Mandate of Heaven modifiers when playing without that expansion. - Ming no longer starts with more boats than their forcelimit allows. - Overlords can now request maps from their subjects. Subjects can request maps from their overlords or subjects under the same overlord. - Fixed Revolutionary text not being hidden when creating a Client State before Revolutions are available. - Removed an unnecessary new line in the Annexation tooltip. - Fixed remove_trade_modifier tooltip having the color "spill out" - Expand the Empire peace treaty no longer allows for full annexation. - Fixed blockade capacity tooltip showing half of the development that can be blockaded. - extend_golden_age now adds to the month counter, using it two times will result in a sum instead of only one value. - Force Religion Warscore cost modifier is now capped at -90% - AI will no longer send privateers to Trade Nodes they can't reach. - Fixed Fervors not being updated correctly with their potential trigger. - Fixed a CTD when the start_debate effect is used on a country without a Parliament. - Regiment Discipline from mercenary modifiers and special unit modifiers is now accounted for when calculating Military Tactics during a battle. - Fixed a crash when hovering over a building in the technology screen. - Made it so the core_all button in the state view doesn't get enabled if we can't core due to war. - Fixed government power bars not working properly with values different from -100 and 100. - Parliament issue modifiers are now tied to the duration of the issue which can be changed with modifiers. - Fixed so the disinherit button becomes visible immediately without having to reopen the court view. - Fixed issues with DLC only modifiers applying wrong values. - Moving the date from a bookmark will no longer cause interesting countries’ shields to show wrong information. - Fixed issue where tribal rebels are more likely to spawn than separatists before coring a province. - Non-existing countries will be automatically removed from tribal federations. - Unconditional surrender now isn't applied to provinces that are sieged by 3rd party nations in different wars. - AI will buy trade company investments more often - Fixed an issue with non reinforcing rebels using only the relocation movement - Set the minimum trade power transferred between nations to 0. - Changed local_unrest in reset_parliament_debate_modifier to global since it's applied to a country not provinces. - Raise Cossack Host no longer grants 50% of the force limit but 5%. - Fixed parliament issues being initially backed by too few seats, because the wrong define was used. - Establish Eyalet peace treaty no longer allows to take War Reparations as well. - Fixed Government Reform switch confirmation window showing wrong potential. - Provence now properly integrates Lorraine in the ‘House de Valois’ event for France - The Eunuch Agenda ‘Appease Eunuch Quotas’ will no longer require you to embrace undiscovered institutions - Swapped the power level calculations of Eyalets and Core Eyalets. Core Eyalets are now much easier to keep loyal while Eyalets themselves consider the power of all subjects instead of just their own now. - Only Eyalets are now allowed to gather favor towards their overlord. - Fixed an issue where the name "Nouvelle-Écrosse" could not appear for Colonial Canada. - Fixed a bug with the Polish disaster "Struggle for Royal Power" - Placed_merchant_power_modifier now works correctly. - CBs such as Imperial Liberation no longer disappear when the target country changes tag. - Fixed "Is not running a deficit" trigger taking into account non-monthly expenses. - Custom nation flag emblems are now centered to background. - Rebel model no longer appears as default in the battle summary screen. - Native countries no longer lose stability on native chief death. - Trade button in the province view no longer opens the trade node window if the node is not discovered. - Imperial Authority Modifiers no longer increase the growth of Mandate for the EoC. - Fixed an issue with resending a colonist, after they have been recalled, back to a colony adjacent to a Colonial Nation. - Positive all_estates_influence modifiers (such as Cabinet Cooperation for EoC and Reformation of the States for Ottomans) are properly applied when calculating bonuses from the estate. - It is no longer possible to placate subjects when over the max limit. - Grant Administrative autonomy now properly displays Liberty change correctly. - Subjects', who don't have legitimacy or equivalent mechanics, information is now displayed in the subject menu. - Manpower and sailor modifiers of subject countries now displayed correctly in the tooltip. - Subject countries may now convert provinces even if they're at max Religious Unity - Generals that are loaded onto a ship cannot be reassigned. - Exiled armies are not allowed to attack natives in uncolonized provinces. - Indulgence cost no longer shows up in the monthly treasury menu - Countries already at war with the claimant of a PU won't be invited to contest. - Selecting peace options now centers the camera on the target of the option. - State holy order / office descriptions no longer show an inflation modifier - Fixed the incorrect trade value of a node in the trade interface - Fixed the incorrect display of unit losses in the battle report message [/expand]
Hello everyone, and welcome to another EU4 dev diary!
My name is David Horler (SaintDaveUK), the art lead at Paradox Tinto, and today we will talk about two different topics; the artwork behind King of Kings, and also the new achievements of the 1.36 update.
Loading Screen
As our first piece of art, along with the patch we are adding the loading screen of Shah Ismail I of Persia (1487–1524), founder of the Safavid dynasty.
One of Persia’s most impactful rulers (and that’s saying something), he was a warrior at heart and is usually depicted engaging in activities such as fighting and hunting. Ismail’s reign is celebrated for his religious zeal, military prowess, and political cunning. His military victories and his patronage of the arts solidified his legacy, making him a significant figure in Iranian history.
His fiery red hair, unusual for a Persian, is attested in contemporary accounts and betrays his complex and oft-debated ethnic heritage as a child of the culturally diverse city of Ardabil.
In this loading screen, a youthful Ismail heroically leads the Qizilbash cavalry charge against the Uzbeks at the battle of Merv.
UI Art
As always, our artists have created a staggering amount of work, with around 300 brand new 2D assets including 83 new mission Icons, 20 government reforms, and 3 new government Mechanics to support the content that has been added to King of Kings and the 1.36 patch. Take a look at some of our favourite examples:
[expand type=details]Mission Trees [/expand]
Unit Models
Coming up with unit models for King of Kings has been a challenging task, as all the major countries in the region have already enjoyed one (or more) unit packs. As such we have largely fallen back on the minor countries to spice up your conquests in the DLC.
Early Georgians are well represented with lamellar armour and conical helmets. Later, the chainmail continues to make an appearance, even with the advent of musket and pistol shot. For the later periods, we drew inspiration from Ossetian costumes and Georgian cossacks, the most notable elements being the traditional jacket (chocka) with cartridge bags (gazyr).
The Armenians, also from the Caucasus, have a progression that is not so different. For this project, we were working with our Ukrainian friends in N-iX Game Studio, so as with the Georgian troops they had some unique insights into the aesthetics of Black Sea cultures.
The Kingdom of Tlemcen is provided with unique North African uniforms. The Tier 1 is a Tuareg warrior complete with his iconic shield. The following tiers display Tuareg swords, and other items inspired by the cultural clothing that evoke North African people. Tier 3 is inspired by Algerian janissaries, while the final tier is based on Algerians in French colonial service.
Israel is a rare formable, but with the unique Jewish history in the region, we thought it was a good opportunity to provide them with unit models. The ahistoricity of this tag in the context of the EU4 timeline lends itself a little to fantasy, which allowed us to have a little bit of fun with the designs, but we also were mindful of the complex situation surrounding Israel and Judaism so respect was always at the forefront of our minds.
The very earliest tiers are inspired by ancient Ammonite warriors, as we wanted to achieve a look that is uniquely Israelite without much inspiration from other medieval cultures, but also the Turkic Khazars, who converted to Judaism and may have sheltered Israelite refugees. The chained crossbelt of the Tier 3 is a nod to the Jewish people of Yemen, who became renowned as both great silversmiths and mercenaries.
Syria has been promoted from releasable to a starting vassal under the Mamluks, and as such we have created for them a set of units. Finding things which make them distinct from both the Turkish and Egyptian units was an interesting task for our research team, but we think we found a really compelling and unique look for them.
The Pontic Greeks of Trebizond developed a unique aesthetic, detached from their European brethren and forced to meld with their Anatolian neighbours who were growing in power.
The iconic polearm, as well as the Byzantine-inspired lamellar armour with the leather belts, shows the stronger Greek connection of the early years. Later we see a heavy brigandine melded with pileas hat, an undercurrent of Greek civilization that ran from the ancient era to that of revolutionary France.
A Crusader outpost in the outremer, Cyprus adopts an intriguing mixture of their Frankish lords and their largely Greek populace. The headscarf of Tier 1 protects the helmet from burning in the intense heat of the Eastern Mediterranean. Later we see further indications of East vs West; the final tier is inspired by Greek infantry who fought in British service during the Napoleonic wars.
The Karamanid units will be used for all Turkish minors (we have solved a bug that some of you noticed in the streams where these were showing up for the Ottomans as well). For these we wanted to evoke a uniquely Turkish vibe without relying on the Janissaries or other Ottoman-specific troops from the era.
As always, let us know what you think of the units, and if there are any unique models for countries you would love to see in the next DLC, let us know in the comments!
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Achievements
Now it's time for me, Pintu, to introduce you to the Achievements implemented in 1.36. But before I start with that, I want to talk a little bit about the previous iterations of achievements and what we changed in our approach to the achievements in 1.36. With 1.35 and Domination focusing on Great Powers around the world we decided to make challenging achievements for nations starting in a strong position and connecting them with other regions touched in Domination. This meant that one too many achievements turned out with a focus on conquest and less on utilizing Mission Trees and newly added content. With the achievements of King of Kings, we are trying to flesh these points out and have fewer outright conquest-reliant achievements, while still giving expansion some presence. With that being said, let’s get into the list of achievements!
King of Kings Complete the Persian Mission Tree.
An old classic of Achievement types makes a return! This achievement will be completable with any of the branching religious paths and as any Nation forming Persia, regardless of which Legacy Missions they have access to.
Restore the Pentarchy Starting as Byzantium, own Rome, Constantinople, Alexandria, Antioch, and Jerusalem.
While starting in a Union of Churches, Byzantium might want to restyle this so-called “Union” into something that fits their own ideas more. Make the necessary changes to restore the Pentarchy.
Mets Hayk Starting as Karabakh, own, core, and convert to Coptic the borders of Great Armenia.
Greater Armenia was once a state controlling land from the Caspian to the Mediterranean Sea. Recreating that ancient kingdom will not be an easy task and will put you at odds with strong powers in the area.
Desert Power Starting as an Arabian Tribe, have the Oasis privilege enacted, and more than 1000 development in the Arabian Region
The people of the desert are hardy and strong and with the right development, who knows what they can achieve? I was also told you can expand across two franchises if you really don’t like sand.
Breadbasket of the World Starting as the Mamluks, export grain to every continent.
The fertile land of the Nile was already known as the breadbasket of the Mediterranean Sea. But why settle for that? It's time to feed the world!
The Last Crusade Starting as Byzantium, control Venice, and make sure that the country doesn't exist.
Surviving as Byzantium is not an easy task. But to ensure your survival lasts it’s also necessary to settle old grudges. And who knows, maybe you will be able to fill a museum in the process?
A truly good maaa-tch Starting as either Aq Qoyunlu or Qara Qoyunlu, have a royal marriage and an alliance with Ramazan.
Black Sheep? White Sheep? Make sure that your choice will not have any negative ram-ifications!
Legacy of Saint George As Georgia, have Genoa, Aragon, England, and Trier as vassals, while controlling Wales.
As it’s a time-honored tradition for this game, you will have to make your way into England for at least one achievement per patch. While there are a few (lot) more countries with a connection to Saint George or the Saint George’s Cross, we decided to not go overboard too much with the required countries.
ZoroAustrians Starting as Austria, convert to Zoroastrianism, and complete the Persian Zoroastrian missions.
This seemed like a natural fit between the Dynasty of the Habsburgs and this Religion.
I would also like to mention that we updated to older achievements. The “David the Builder” achievement received a rework, now being accessible via a (re-)formed Georgia. We made this change since Imereti was removed from the starting setup of the map and Georgia now owns the previous Imereti provinces directly. Furthermore, Mehmets Ambition is now updated in line with the reworked “Restore the Roman Empire” Decision, requiring 425 Provinces in the highlighted provinces.
And this concludes this week's Dev Diary and also the second to last Dev Diary for 1.36 and the King of Kings Immersion Pack. Next week Dargeths will talk about the Patch Notes for the 1.36 Update.
Hello, and welcome to another EUIV Dev Diary! Today it will be a bit of a different one, as we will be addressing three topics that we think are of the most relevance to the upcoming DLC and update, which are:
A recap on the list of features that will come in EUIV: King of Kings.
Addressing the questions and some feedback that arose in the last DD.
Presenting you the free features coming in the 1.36 update, which are mostly focused on QoL (Quality of Life) improvements added to the base game, and 8 new monuments added for the Leviathan DLC owners.
But before getting started, let me say a couple of things. The first one is that this DD was prepared with the help of our new Assistant Producer, Dargeths, who in his previous role as Embedded QA, also knows the game very well, with more than 5,000 hours of gameplay in it.
It also comes from a great Trailer made by our Marketing Team:
Now let’s go into the Dev Diary itself. As we’re very excited about the upcoming release, we also want to be super transparent with you when it comes to the content included in this DLC. Because of that, below you can find a summary of all the content this Immersion Pack is going to bring to Europa Universalis IV. Let’s dive country by country, then, including links to the previous DDs:
While not a starting nation in 1444, Persia can be a powerful player on the world stage, when formed. During the Early Modern period, it was historically reunified by the Safavids from Ardabil, so we have made this a more attractive path in the game, with more content and flavor around the historical outcome. However, this is not the only path to a unified Persia. Each of the nations featured in this DLC will come packed with its own unique twist through various unique government reforms, and the religious path to pick will also reflect different gameplay and flavor options.
New Mission Tree for Persia with 116 Missions in total (77 common Missions, 31 Mission depending on Religion - Sunni, Shiite, Zoroastrian, 8 Missions depending on Origin - Ardabil, post-Timurid, Mazandarani).
New mission tree for Ardabil with 12 Missions.
2 new government mechanics (‘Persian Influence' for a Muslim Persia, and 'The Three Royal Fires for a Zoroastrian one').
2 new Estates for Persia, 'Ghilman' and 'Qizilbash', with their own set of agendas and disasters.
20 new estate privileges.
6 government reforms.
A new special unit, the ‘Qizilbash’, which can be recruited either as Infantry or as Cavalry units.
68 new events for Persia.
And even more additional content like Diplomatic Actions, Subject Types, CBs, and Local Organizations.
A realm facing a turbulent period encroached on all sides by enemies wishing to claim Qahirah as their own, the Mamluk Sultanate is slated to experience troubles with their northern territories and the growing power of the Ottomans. Embark on an epic journey to rewrite history, vanquish your foes, and experience brand new flavor for one of the strongest starting Muslim nations!
New mission tree for the Mamluks with 39 missions.
A new mechanic, 'Egyptian Westernization', either by forming Egypt through the Mamluk Mission Tree, or independently as another Nation.
7 new government reforms.
13 new estate privileges.
1 new Holy Order, 'Kashifs'.
4 new Naval Doctrines, 'Mamluk Galleys', 'Mamluk Light Ships', 'Mamluk Warships', and 'Mamluk Transports'.
1 new special unit, 'Mamluks’.
16 new events.
New hirable Mercenaries, Diplomatic Actions, and Estate Agendas for the Nobility centered around the Mamluk ruling class.
The Purple Phoenix shall rise again and reclaim not only Byzantium, but the Roman Empire itself. The powers of the West and East proclaim that our era has been over long ago. Defeat them and reclaim our historical rights.
The situation in the Kingdom of Georgia is dire. Internal struggles are common every few years and external powers are waiting for the opportunity to take our mountain strongholds that protect our land to the mountains. Find a strong leadership to survive and rebuild your dominion over the Caucasus.
New mission tree for Georgia with 30 missions in total.
1 new disaster, 'Georgian Crisis', with 4 new related events.
1 new Estate Privilege, 'Highland Fortifications'.
7 new events.
Added a New Georgian culture and a new setup for the Georgian area in the base game (free).
Unite the Armenian people under your rule, and make it rise to greatness among your powerful neighbors, while fully restoring the ancient influence of Church of the East.
New mission tree for Armenia with 30 missions in total.
2 new government reforms for Armenia, 'Nakharar Title' and 'Sparapet Office'.
As Aq Qoyunlu, take the reins of the White Sheep Tribe and lead the Tribal Federation to new Conquests. Or, as Qara Qoyunlu, the Black Sheep, secure your position in the fertile region of Iraq, and further expand your domain over the rich lands around you.
New mission trees for Aq Qoyunlu with 31 missions in total.
New mission tree for Qara Qoyunlu with 30 missions in total.
Aq Qoyunlu and Qara Qoyunlu can now access Janissaries and Pashas through the mission tree.
Added 1 new government reform, 'Turkmen Ottoman Institutions'.
Added 2 new Estate Privilege for Turkmen Tribes, 'Emirs of Baghdad' and 'Great Works of Iran'
11 new events
Added the Turco-Iranian culture in the base game (free).
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Flavour Content
32 New Unit Sprites.
4 new units for Cyprus.
4 new units for Trebizond.
4 new units for Karaman.
4 new units for Israel.
4 new units for Tlemcen.
4 new units for Syria.
4 new units for Armenia.
4 new units for Georgia.
3 New Music Packs, with 12 new songs.
Music pack with 4 new songs of Persian flavor.
Music pack with 4 new songs of Egyptian flavor.
Music pack with 4 new songs of Caucasian flavor.
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Now that we’ve presented you with the full content of the upcoming DLC, let’s continue with the design philosophy, and some numbers behind it, as a direct answer to the feedback we received last week.
Our benchmark for King of Kings was Lions of the North, both on the quantitative and qualitative scopes. So after diving a bit into the numbers of each of these DLCs, we are happy to say that we have created more content in KoK in terms of total Missions, Estate Privileges and Estates-related content, Government Reforms, Government Mechanics, Miscellaneous Content, and Songs, while we’re at similar numbers in Events and Sprite Models. And this just focuses on the ‘main content’, and not counting on what we term as ‘miscellaneous content’, like new types of Subjects, Diplomatic Actions, Holy Orders, etc. So, what you may notice here is that in the rough numbers of content assets created, both Immersion Packs are not only comparable, but in most of the aspects KoK is the DLC having more, which is something that we desired to achieve.
But another topic we want to tackle is the design direction. A lot of you have pointed out that there are a few countries that are much-loved by the community that are not receiving content in this DLC. We had to make design decisions on which countries to cover, and which not, in order to deliver this new DLC spending a comparable amount of time in its development to LotN; thus, we decided to focus on some selected countries rather than spreading ourselves thin over more, to make sure that we could deliver content for the chosen ones with a higher level of quality. Persia, which is the most important country of the expansion, is probably the best example, as we created a wide range of possible gameplays coming from very different origins, making it one the most replayable countries in the game, if not the most.
Does this mean that we aren’t going to work on Middle East countries anymore? Not at all! We have read a lot of content requests and suggestions for countries like:
The Timurids
The Mughals
The Central Asian Hordes
Hisn Kayfa
Oman/Hormuz
Trebizond
I’m allowed to tell you that many of these are likely to receive content in 2024, as we’re already planning our pipeline for next year; therefore, KoK/1.36 won’t be the last opportunity for them to get content. Also, these aren’t the only countries that will receive content in 2024… But I’m not yet allowed to further disclose our future plans, I’m sorry to say.
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Let’s speak now about the quality of the content itself, which was a different focus from that of quantity. First of all, we were busy early on in the development process with the fixing of Domination post-release bugs; we’re happy to say that over 100 of them are fixed in the 1.36 free update, which will increase the overall quality of the last DLC. We’ve also implemented some of the new features, like the Branching Missions buttons, in countries such as the Teutonic and the Livonian Order. But that was on the Content Design Team, and they aren’t the only ones working on this project. Our Programmers have been busy as well, not only fixing bugs, but also working on the game’s performance - which won’t be worse compared to 1.35 on most of the PCs, and will most likely be better on a number of them, although we prefer to be cautious about this -, and on new Quality of Life improvements for the base game, as well as increasing the modding possibilities of the game, which I’ll comment now in detail.
First, it is now possible to transfer the control of multiple provinces by SHIFT-Left Clicking the controlled provinces and transferring them to another war participant.
Then a feature that will be appreciated by all of the players who love to see their own religion’s name big on the map, Autonomous Missionaries finally making their way into the game (yay!):
A few new alerts which have been requested by the community for quite some time:
Note: Modders can decide which state edicts should have an alert and when.
Some small improvement for your blobbing campaigns:
For all of our spreadsheet enthusiasts, the pie charts now show the development part in the ledger too:
For those who like to play with Mercenaries in their armies, they now merge units even if they have Mercenaries in the mix (mercs do not merge with other mercs though):
You can now sort provinces if you can in- or decrease their autonomy:
And for those who are sick of AI building churches in every province. If you select a building in the macro builder and right-click a province that has this building present already, you will instantly destroy it instead:
Now for the modding part: the biggest addition to 1.36 is the ability to add custom, functional UI buttons. One example has been shown in the form of the “Preview Mission Branch” as these buttons are fully scriptable. For those wondering how it is done, here is the surface magic (a lot of scripted effects and triggers here):
custom_button = {
name = select_current_branch_missions
potential = {
ai = no #make sure the AI gets an event or something similar where they can choose their branch the moment these buttons get unlocked for the player
has_branching_missions = yes
has_preview_mission_flag = yes
}
trigger = { has_selected_a_branch = yes }
effect = { select_current_branch = yes }
tooltip = select_current_branch_missions_title
}
And in the .gui file:
guiButtonType = {
name = "select_current_branch_missions"
position = { x = 545 y = 80 }
quadTextureSprite ="GFX_select_current_missions_button"
scripted = yes
}
This is just a very small example of what could be done, and I am looking forward to the very creative buttons and mechanics added via the custom buttons. Here is the readme file to give you an idea how the script works:
# The custom guiButtonType/instantTextBoxType/iconType must have a 'scripted = yes' line to work
#custom_button = {
# name = custom_button_testing #Must match a scripted guiButtonType in a .gui file
# potential = { } #Determines when the button is visible
# trigger = { } #Determines when the button is clickable
# effect = { } #Effect
# tooltip = localisation_key #Can use customizable localisation
# frame = { #Can define multiple frame clauses
# number = <int> #Which frame to use. Check dds files with multiple icons like icon_religion.dds
# trigger = { } #First matched frame clause will be used.
# }
#}
#custom_text_box = {
# name = custom_text_testing #Must match a scripted instantTextBoxType in a .gui file
# potential = { } #Determines when the text is visible
# tooltip = localisation_key #Can use customizable localisation
# #To localize it, use the name of the button as a key, can also use customizable localisation
#}
#custom_icon = {
# name = custom_icon_testing #Must match a scripted iconType in a .gui file
# potential = { } #Determines when the icon is visible
# tooltip = localisation_key #Can use customizable localisation
# frame = { #Can define multiple frame clauses
# number = <int> #Which frame to use. Check dds files with multiple icons like icon_religion.dds
# trigger = { } #First matched frame clause will be used.
# }
#}
#custom_shield = {
# name = custom_button_testing #Must match a scripted guiButtonType in a .gui file
# potential = { } #Determines when the shield is visible
# trigger = { } #Determines when the shield is clickable
# effect = { } #Effect for clicking
# tooltip = localisation_key #Can use customizable localisation
# global_event_target = <string> # Global event target name
# open_country = <bool> #If clicking opens the country view
#}
############################## Supported files with scopes ##############################
# The Gui objects must be directly inside the specified window Gui element!
# FROM is always the country that clicks
# provinceview.gui:
# province_window (ROOT: Clicked province)
# buildings_window (ROOT: Clicked province)
# state_window (ROOT: Clicked province)
# countrycourtview.gui:
# countrycourtview (ROOT = FROM)
# countrygovernmentview.gui:
# countrygovernmentview (ROOT = FROM)
# countrydiplomacyview.gui:
# countrydiplimacyview (ROOT: Selected country)
# countryeconomyview.gui:
# countryeconomyview (ROOT = FROM)
# countrytradeview.gui:
# countrytradeview (ROOT = FROM)
# countrytechnologyview.gui:
# countrytechnologyview (ROOT = FROM)
# countryideasview.gui:
# countryideasview (ROOT = FROM)
# countrymissionsview.gui:
# countrymissionsview (ROOT: Selected country)
# countrydecisionview.gui:
# countrydecisionsview (ROOT = FROM)
# countrystabilityview.gui:
# countrystabilityview (ROOT = FROM)
# countryreligionview.gui:
# countryreligionview (ROOT = FROM)
# countrymilitaryview.gui:
# countrymilitaryview (ROOT = FROM)
# countrysubjectsview.gui:
# countrysubjectview (ROOT = FROM)
# countryestatesview.gui:
# countryestatesview (ROOT = FROM)
# ages_view.gui:
# ages_view (ROOT = FROM)
# tradeinterface.gui:
# TradeNodeInterface (ROOT: Trade capital of a trade node)
# hre.gui:
# hre_window (ROOT = FROM)
# papacy.gui:
# papacy_window (ROOT = FROM)
# faction.gui:
# All faction windows (ROOT = FROM)
# celestialempireview.gui:
# celestial_window (ROOT = FROM)
# countrynativesview.gui:
# natives_window (ROOT = FROM)
# religiousreforms.gui:
# reforms_window (ROOT = FROM)
# parliament.gui:
# parliament_window (ROOT = FROM)
So in the end when you add a new button you will have this connection at the end:
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Now let’s move into the final part of the DD, which is some content that we are adding to previous DLCs: the new Monuments for Leviathan owners! We have added 7 new Great Projects around the Middle East region, which we’re now presenting as well (all shown at their Tier 3 level):
Golestan Palace, in Teheran:
Al-Azhar University, in Qahirah:
Note: We rebalanced the Pyramid to not overlap with the Idea cost of the new monument, and now they grant +1 Yearly Government Power, All Estate Loyalty Equilibrium +5%, -1% Prestige Decay, and no Stability Loss on Monarch Death, at Tier 3.
City of Sana’a, in Sana’a:
Tomb of Shah Rukn-e-Alam, in Multan:
Nizwa Fort, in Nizwa:
Itchan Kala, in Khiva:
Narikala Fortress, in Tbilisi:
Kazan Kremlin, in Kazan:
Note: the monument has always the same type of modifiers, but they are set to Province/Area/Region in Tier 1/2/3.
This is all for today. I have to say on behalf of PDX Tinto that we’re very excited about the upcoming content in King of Kings, and also with the free 1.36 update, and we really hope that you can enjoy and have fun with it, as we’ve put a lot of effort into it, as usual. Because of this, we wanted to be as transparent as possible with you in this Dev Diary, and answer directly to the comments and feedback that we received after last week’s one. We will be very much open to further answering follow-up questions, as this DD is the proper place to do it.
And what’s coming next? First, my fellow colleague Pintu (who will soon join the ranks of the Content Design Team from his previous role as Embedded QA), and I will be playing and commenting on the new content with BjornB; this will be on the Paradox Twitch account on Wednesday at 16:00. And next week, SaintDaveUK, our Art Lead, will present the Art for King of Kings, while the new Achievements will be presented by Pintu. See you!
Greetings everyone! Today we will take a look into Yemen and the Arabic states, coming back to a more regular type of DD.
Let us start with the content for the Yemeni countries: Note: Mission icons are still WIP.
As you might notice, the first mission tree is for the Rassids while the second one is for all Yemeni countries. The reason for this is that they are one of the two unique tags that follow the Zaidi school of Islam (the other one is Gilan on that note) and even are a Feudal Theocracy, so figured they deserve a bit more attention.
In general, though, the Yemeni tags are relatively similar with a similar focus which is the unification of southern Arabia, expansion into the Horn of Africa, and, of course, trade.
The Yemeni tags won’t have any big gimmicks to play with as you will probably either form the Mamluks / Egypt or Arabia later on. With that being said, they still have some interesting additions and small design experiments. An example is the addition of more age-lasting rewards like in the “Unite Yemen” mission: Note: Completing missions with age-limited modifiers after the age has passed will just give some small monarch power instead.
These kinds of rewards should incentivize you to focus on certain missions and allow us to give impactful rewards without having to worry about them stacking too much indefinitely as this was the case with permanent rewards.
A bit of a theme for the Yemeni mission rewards is to strengthen the Propagate Religion Trade Policy as you can see in the following missions:
And as a trade-focused nation, you will gain the ‘Thalassocracy’ reward when you manage to make the Gulf of Aden the highest-valued trade node and make a monthly income of 300 ducats.
What is a Yemeni country without its focus on coffee?
The “Port of Mukha” requires you to have a workshop, shipyard, and 20 development in the coffee province. The resulting plantation will then pretty much carry your economy while you can focus on “Qahwah Monopoly”.
Now a short insight in the Rassids-specific missions:
And when you are done with the Yemen mission tree then you can form into Arabia to continue your campaign. With “Unite Arabia” you will be able to form Arabia a lot earlier too:
With that being said, let’s take a look at the Arabic content. Before I go into the Arabic mission trees, I should mention that Arabia has received new ideas so they are no longer a drawback to form:
Also forming Arabia will now fire the following flavor event, allowing you to change your capital to one of the important provinces from the Caliphate states:
Now to the mission tree for the Arabic countries and Arabia as a whole:
These missions are available to all Bedouin and Hejazi countries. The mission tree is split into 5 parts, 2 of them are inspired by Hejaz while the other 2 smaller parts are inspired by Najd. The last and biggest part is telling the narrative of the formation of a new Arabic Caliphate, and as such possesses a large number of conquest missions.
Starting with the Hejaz-flavored mission parts which branch from the missions “Promote Shura” and “Protectors of the Two Cities”. Here are some highlights of these missions: Note: Jeddah is a Coastal Desert province. So in total, the province will have a -5% Local Development Cost from mission rewards after completing these missions.
As for the Najd-flavored part, here are the following highlights: Note: Countries which do not have the government mechanic gain +15% Permanent Reinforce Speed instead.
Before moving on to the last part of the mission tree, I should mention a special decision available to Bedouin and Hejazi countries. Near the city of Medina used to be an old gold mine which was virtually exhausted in EU4’s timeframe. However, as your early economy in Arabia is barely sufficient enough to cover your state maintenance, we have added a decision that allows the Medina province to help boost your economy for the early years:
And once gold runs out of its usefulness to you, you can restore Cloth production once more.
At last, we now take a look at the core of the mission tree which is heavily dedicated to expansion to mirror the past achievements of the Islamic conquests. As these missions are quite self-explanatory, I will focus on the big highlights of this part: Note: The mission is significantly easier to complete than the Unify Islam decision.
That was it for this week. Next week @Pavia will present you a feature breakdown of 1.36 as well as new and exciting QoL and modding additions. Until then, I wish you all a great week!
What do you think of these new missions for Yemen and Arabia? Let us know in the comments below or discuss with us on our Discord here: https://pdxint.at/45bfgP4