Europa Universalis IV - PDXRyagi
Hey all! Ryagi back to give you another Mod Spotlight, this time we're taking a short dive into the alternate history world of Post Finem. Lead dev, Chewy does a great job introducing you straight into that world, so I'll let him take it away!

_________________________________________

Hello everyone! My name is Chewy and I am the lead developer for Post Finem (and I’m also the guy who watches the AI ruin itself on YouTube).

For those who don’t know what Post Finem is, it is an alternate history overhaul mod for Europa Universalis IV that aims to answer the question: What if it was CARTHAGE that was victorious in the Punic Wars, and Rome was dismantled upon their completion?
Of course everyone has their ideas of how alternate history should unfold and what is “realistic” and “unrealistic,” and at the end of the day, the beauty of fiction is that reality is often even stranger!

The lore dump is available on the wiki (still WIP, but will answer a lot of questions): https://eu4.paradoxwikis.com/Post_Finem/Lore_Dump

Taking a look at the map you will see that Europe, northern Africa, as well as eastern Asia are very different, and that is for good reason! You will also notice some very sweeping changes in Arabia, the Horn of Africa, and into southern India, but that is yet unreleased content that we will explain toward the end of this showcase. So, stick around, because it’s content we’re VERY excited to release!

The political map of Post Finem in 1444, with Carthage a shell of its former glory.

Without the rise of the Romans, there is a very large cascading effect on history. Without Rome, Christianity fails to take off and encompass much of the Western world. The Hellenic pantheon remains dominant in the east, while the Punic pantheon becomes the de facto faith in the west, even pushing into the Italian peninsula via trade relations and political pressures. The Carthaginian Empire continues to grow, incorporating all of Mauretania, Iberia, and southern Gaul into the fold. This is fairly evident when you look at the religious map of the mod.

The religious mapmode in 1444, with a diverse array of faiths throughout the entire scope region. Keep an eye on the Romana in northern Italia, as well as the Evangelos and Jewish provinces in northern Arabia.

For the sake of brevity, we will explain that the so-called “barbarians” of Gaul, Germania, Slavia, and Scandinavia were mostly unaffected by the Punic and Hellenic worlds, as external forces were often viewed as “untouchable” and thus there was ever interest in pursuing conquest in the lands to their north. That allowed these faiths, although evolving internally over the centuries, to remain relevant in their homelands.
These nations have a diverse cast of players, with multiple formable nations and dozens of unique mission trees scattered throughout the regions.

A few notable examples are:
Saxony, whose mission tree pushes them to unite Germania, proclaiming the Konigreich of Germania, and beyond.
The Ostgermanic nations of Ostholm and Vildheim, pushing to unite Ostgermania as Donova, and eventually mend the schism that exists between the Germanic and Ostgermanic peoples.
Kashubia, the de facto leader of the Slavic world, uniting Severoslavia, and eventually incorporating the Jugoslavians to form Slavia, with unique additions to the mission tree along the way.

Though the Gaelic peoples of Gaul and the Celtic Isles have embraced the feudal government system, the vast woods and highlands of northern Europe remain primarily in a tribal structure, with the Feudalism institution yet to be present.

And while on the topic of government structure, the Zoroastrian Empire of Persia must be brought up, having recently (within the last 300 years) pushed the Selecuid Greeks from the Persian heartland and established a regional governance system known as the Satrapies.

The Satrapy system demands specific conquests and freedoms granted to the special subjects in exchange for more efficient governance of the borderlands of the Persian Empire. This lends itself to a VERY unique gameplay experience for anyone looking to utilize a vassal swarm game.

There are currently over 60 unique mission trees in the mod, and I can’t show off all of them, but I will happily show off a few of my personal favorites that I feel showcase the talent of the contributors and developers that work(ed) on the mod since it started last August.


Carthage, the shadow of the once great Carthaginian Empire, exists in its heartland, governing a few loosely incorporated vassal nations in the region. The Qahal, the parliamentary system utilized by Carthage, rules the nation and dictates a lot of the internal politics of Carthage.


Their mission tree will push them to reconquer their lost territory and beyond, all the while industrializing their nation and reclaiming the glory of their once great name.

Macedonia is another formerly great nation, experiencing civil war after civil war for the past few centuries, with small breaks here and there to lose territory to outside forces. In 1444 they are ruled by a weak king of the Philoxenos dynasty, with the military War Cabinet dictating military organization and operations


Starting in a precarious circumstance, Macedonia must be careful not to get involved in costly wars early as their low Organization will lead to low military quality. If Organization were to hit 0, the War Cabinet may just coup the Basileus!


The Macedonian mission tree, as you would expect, pushes them to reconquer the lost lands of the once-great empire of Alexander, complete with flavorful events, and the opportunity to rule southern Italy (Magna Graecia) and Aegyptos as personal unions.

Though the Hellenic world is ripe for reform, as the Hellenic pantheon has centralized dramatically over the past thousand years, with the Archonic Hierophantate of Athens dictating the beliefs and doctrines of the Hellenic faithful. Not everyone, however, is happy with that, and a certain conservationist movement known as the “Paradosi” have been making moves, primarily in the eastern portions of the Hellenic world. This is not even to mention the Kemetic synergist movement happening within Aegyptos, which is due to reach a boiling point within a few decades of the game start..

Over in Italia sits the land of the Italian Federation, an institution which was initially formed to act as a defensive alliance network to deter direct Carthaginian incursions into the Italian peninsula from their bases on Sardinia and Sicily. Over the centuries the Federation has reformed its contractual obligations, centralizing around a “Grand Adirim,” a lifetime appointed ruler to oversee the large scale operations of the federation. There is a lot of internal strife between the Punic majorities of Italia and Illyria, and the latin Romana minorities of the northern Portions, primarily in the Kingdom of Italia.


The new interface for the Italian Federation coming to Post Finem in the 1.2 update, complete with 24 possible reforms and the “Religious Tension” mechanic that acts as an engine to drive the Religious Leagues toward their inevitable conclusions. More on REDACTED at a later date. Of course, centralization will allow the Adirim to unite the Federation under the Roman banner, reclaiming that long-dead name.

There is a lot of content to enjoy within the Federation. The Federal Seat of Roma, looking to unite the Federation under one banner, ruling with their special subjects, the Principates. The electorate of Sardinia, ruling the waves and challenging the piratical menace that plagues the Mediterranean.
But perhaps one of the most impactful and engaging nations within the Federation would be Italia, the Romana minority leaders.


Italia is poised to challenge the Punics, especially following their persecution at the hands of the Scarlet Delegation, instituted by the Adirim in the year prior to game start.

But for those looking for a power fantasy, look not further than the rump state of the Seleucid Kingdom. Despite falling very far from the powerful position they once occupied, the Seleucids are very much not to be counted out.


The Seleucid mission tree pushes for massive conquests, uniting the Hellenic world, all the while buffing their already powerful military, becoming the undisputed militaristic hegemon of the world. The branching missions open up upon the initialization of the Paradosi reformation of the Hellenic pantheon, allowing Seleucia to reform and lead the reformation, or reject it and defend the Archon’s Diktat!

And those are just to name a few of the many beautifully crafted mission trees in the mod.
On top of mission content, there are HUNDREDS of flavor events, including an entire rework of the colonial game and the new world, unique national ideas for almost every single new nation on the map, large generic mission trees that are shared across regions, such as the non-Saxon Germanic nations, and much, much more.

We have also adopted the “Ante Bellum” system of updates for Post Finem, focusing heavily on specific regions of the map and going all-in on injecting them with as much engaging flavor and content as possible.

The 1.1 update, the “New Horizons” update pushed large changes to Iberia, including 3 new formable nations (Boraliber, Gadrium, and Kusi-Iber), each complete with unique mission trees, as well as a rework to the map of Mauretania, introducing new tags, a regional mission tree, and Mauretania formable, complete with a unique and powerful mission tree, as well as a rework of the entire new world, trade nodes, colonial nations, and post-colonial formable nations, all complete with shared or unique mission trees and national ideas. It was huge!

Currently the 1.2 update, the “Sons of Abraham” update is DEEP in development, and we are announcing today that it will be released on Friday, the 21st of June!
This update overhauls Arabia, the Horn of Africa, and southern India, introducing 3 new Christian religions (Evangelos, the Levantine Christians, Sevasam, the Indian Christians, and Concetus, the Italian Christians), the Jain religion, and a rework to the Arabic religion. All religions included in the 1.2 update are receiving mechanics, with Evangelos and Jain receiving entirely custom mechanics, created from scratch!


The Evangelos faith is focused around spreading the faith, either by diplomacy or by the sword, and will lead to powerful buffs along the way, ultimately pushing for the unification of the Evangelos world into a united tag, the Theodokos.


The Jain faith focuses on enlightenment, and each of the 3 colored hands can be clicked to reveal various “paths” that enlightenment can be spent on, granting various bonuses that stack nicely.

There will be dedicated mission content for many nations, with many more sharing regional mission trees that expand upon forming various nations such as Arabia, Dilmun (Gulf of Persia), Munifara (Horn of Africa), Sumukiun (Southern India), and many more!


The top portion of this tree is available in 1444 to Heliopolis, the leader of the Sacred Empire of Christ, with the bottom portion being unlocked upon unification of the Theodokos via the Christian Zeal mechanic shown previously.


The Munifara mission tree, with the shared portion being built upon by the yellow portion (East African vs Semetic tech groups vs coastal Somalian nations) and the red portion upon uniting the Horn and forming Munifara.


The Indo-Greek nation of Simylla, a one province minor in western India, has the ability for grow far beyond their 1444 borders and unite India as Yavana, unlocking this BEEFY mission tree to aid them in their conquests.


And the last mission tree to show for 1.2 will be Zulfaar, the theocratic center of the Islamic world, based in Yemen. The holy city of Taiz, the spiritual center of Islam, where the prophet Mohammed (PBUH) established the faith.
Their theme will be to unite Arabia and the Horn, pushing beyond, and developing the home lands, creating a beautiful homeland for the Islamic peoples.


All of that to show that we are VERY excited for what is to come in the near future for Post Finem.

If you are interested in participating in an open beta for 1.2, we will be opening the Discord server up to it on June 7th, so hop in and expect a ping before too long!
Additionally, Patrons to Post Finem get early access to the development alpha builds, so check that out in the Discord as well if that sounds appealing to you and you want to support development.
https://discord.gg/postfinem

Thank you all for taking the time to read about my little mod! I hope you enjoy playing Post Finem as much as I have enjoyed working on it over the past ~10 months!

_________________________________________

We hope you enjoyed this Mod Spotlight. Even you Rome lovers (The Glory of Rome would surely never fail us as depicted here). If any of this sounds interesting to you, check out Post Finem over on steam workshop.

https://steamcommunity.com/sharedfiles/filedetails/?id=3142739241

If you're interested in some of Chewy's other work, you can find our mod spotlight on his other overhaul mod, Land of the Free, and his YouTube over at both Chewyshoot and Chewbert

We'll see you next time!
Europa Universalis IV - PDXRyagi
Hey Folks! @Ryagi here to bring you a juicy mod (mod update?) spotlight. With EU4's latest free update and DLC recently dropping, 1.37 + Winds of Change, modders big and small have been hard at work to ensure your favorite mods can be enjoyed, and in many cases improved!

One of EU4's most Popular mods, Europa Expanded, has joined in on this post 1.37 update party and will be releasing a much awaited major update soon themselves. Today we invited Stiopa, LordVarangian and LiaLunare on behalf of the entire EE team to showcase some of their upcoming content they have been working on. Enjoy!

_________________________________________

Hello yet again, Europa Universalis 4 Enthusiasts!

Since the previous Mod Spotlight, we’ve been focusing on finishing our next major update - Terra Incognita. In addition, with the release of 1.37 we’ve also released a few other features, such as game rules and achievements!

In addition, we presume that the release date for 1.13 is going to be on June 16th, so get ready for a release in mid-to-late June.

Before we continue with this mod spotlight, it is worth checking previous development diaries we had for this update, here’s a few of them, showcasing some of the more major nations:

UI Additions
With the new 1.37 free update providing a plethora of new modding capabilities, especially regarding UI, we’ve of course made quick use of that to add more quality of life as well as gameplay enhancements once again! Similar to the Mod Spotlight we had about our UI update, I will now be outlining the fancy new things we’ve added - and which we will add in the near future!
Game Rules
Something I really liked about Victoria 3 and Crusader Kings 3 is the Game Rules screen, where you are able to change certain things about how a campaign will behave, especially in regards to key historical events; which is why we’ve designed our own Game Rule system that will be shipped as part of our 1.13 update!



Here, you can determine things such as which Mission Trees AI will pick, whether you want to remove certain nations for the sake of performance, or whether you want to increase the chance of a Dutch nation spawning, or perhaps the chance for a Iberian Union of Castile and Portugal to occur!
Custom Macrobuilder
Next up, is something I’m personally really happy about: the Custom Macrobuilder
Since we started adding more QoL features, it has sometimes started getting a bit hard coming up with a good place to put them when there wasn’t an obvious place, like with the Advisors Court. For those cases, we now have our own Macrobuilder, accessible with Shift+B! In the current Steam version it only includes an Upgrade-All-Buildings tool, but in the future it’ll contain much more!





Miscellaneous
Apart from these key additions, we also have made some miscellaneous changes, such as changing all our previous UI work to use the more performance-friendly window system introduced with 1.37 (although this isn’t visible to players), and also reworked other features like the Caliphate to no longer use workarounds, but have fully custom Bubbles and Windows!


Achievements
And, last but not least regarding UI, we have our achievement system! To elaborate a little, we’re using a reworked triggered modifiers screen to display the achievements, in order to have them in a list, while we recreated the triggered modifiers screen using scripted UI, which then has page buttons!
This was done both to have a smooth experience with achievements, but also to reduce the lag some of our triggered modifiers were previously causing! The result is that the player has both a vanilla-equal achievement screen, as well as an improved triggered modifiers screen!




And finally, the best part - you get Steam Achievement popups! And while they may not be actual Steam achievements, just faux popups, they still do feel pretty dang good to look at!



Of course, even that isn’t nearly everything we’re up to regarding UI, but a lot of the things we’ve started work on (such as further custom macrobuilder tabs, colonization changes, siege changes, and fully new gameplay related UIs) are so early in progress that there isn’t much to show off yet (1.37 is new after all), so keep in touch with everything new through our teasers! But for now, just have this! Can you guess what it is for? ;)



Aragon
When 1.13 was first announced to the public, our first showcases were the Iberian trees. However at the time we did not have Aragon ready, and we only had a few research notes on them. Since then though we’ve fully implemented not only an Aragon tree, but tons of setup changes to their ruler, army, as well as diplomatic situation to make their experience more unique.



First things first, you will notice that Sardinia and Sicily are now on the map! Whilst both were de-jure part of Aragon at the time, however, considering their position between the kingdoms of Naples and Aragon, plus the fact that we like seeing more nations on the map, they are now junior partners of Aragon.

Another change that you may notice is that the army of Aragon looks a little different. They now start with 3 artillery regiments, the reason being was that Aragon thanks to their ruler, Alfonso V de Trastamara, were able to amass the most impressive artillery force of the time, which was used against King Rene of Naples in 1441. However you should be careful with these units, as you’ll not be able to recruit additional artillery regiments until military tech 7.



In order to represent a few other vassals and allies of Aragon, there are now new events for the subjugation of Stephan of Herzegovina, as well as Skanderbeg joining your court should Albania be wiped out from the map. This will make Aragon’s starting position quite opportunistic but also hard to maintain.



Lastly, Aragon starts with a new disaster, the War of the Remences, which some of you may know from the vanilla tree, however we’ll get on that later 👀



Whilst this tree is not as big as Castile, it will get expanded later when you form Spain, allowing you to gain the Castilian colonial missions. Now, besides that? What differentiates Aragon from Castile? Considering their position in the Mediterranean, their several conflicts with the Italian merchants, as well as their conflicts with both the Mamluks and the Ottomans, they would be even more mercantile and naval focused than their Castilian counterparts, with most of their missions revolving around securing trade in the Mediterranean. Some territories as well were a part of Aragon, like Athens, Corsica, and even parts of Provence, so we’ve tried to be as accurate to these ambitions as possible. In addition, like other nations wishing to control Egypt and potentially the trade in Asia, Aragon can also construct an early Suez Canal, although it will be costly to do so.



Whilst some are focused on the Mediterranean, there are also missions for the situation in Iberia, as well as some interaction with your vassals, such as Navarra and Castile, who you will be able to get through existing vanilla content, although Iberian Wedding has been reworked in 1.13 to require the Castilian Civil War.



Before we get onto the branching missions though, let’s speak about Aragonese flavour. Considering the Catalan dominance not only in Eastern Iberia, but also the entire Mediterranean, we’ve decided to focus more on that part of their content. There were a few underutilised effects as well as designs we wanted to try out, and Aragon fit in perfectly for them, such as further customization for your flagship, with modifications that offer drawbacks in exchange for a more specialised fleet, allowing you to pick your loan sizes, as well as encouraging the player to maintain trade power in both Genoa and Venice nodes. Some parts of the tree focuses on Alfonso V’s being a patron of the arts, which we may or may not expand later.



Now, let’s look at the spiciest part of the tree.I said before that the War of the Remences is a new disaster for Aragon. The reason being is because we wanted to look more in-depth to the opportunities this conflict caused, as well as showcase the difference between the Catalan nobility and the peasantry

So, what does this disaster have to offer?

Let’s start with the basics. Like War of the Roses or the Castilian Civil War, this disaster can only fire in the age of discovery, and like both of these, you can completely avoid them should you plan your steps correctly, although you lose out on future buffs by doing so

In order to completely avoid the disaster in the Age of Discovery though, Aragon starts with a new privilege that they must get rid of. That privilege being the “Ius Maletractandi”, better known as the Evil Customs of Aragon which allowed the Nobility to mistreat their peasantry, leading up to the War of the Remences.



Now, when the Disaster fires, if you want to prevent the worst outcome, you must get rid of the privilege. The reason being is that Catalonia will slowly start gathering supporters to create their own independent nation, autonomous from the laws of Aragon enforced to them. What’s worse is, Good King Renes of Provence still remembers his defeats in Italy and would most likely try to convince the Catalan people to declare him their king. The French as well would be able to intervene on the side of Catalonia, although Aragon can grant them the fort of Rousellon for support.



When you’re finally done with the disaster you will unlock the branching missions. Depending on how you complete or how you avoid the disaster, the missions will branch to either dealing with the numerous kingdoms in Iberia, or creating a peasant republic that will liberate every peasant in Iberia!




The British Isles
The recent few weeks, our development diaries have been focused on showcasing the new mission tree English/British mission tree. Alongside that, we have been developing a new mission tree for those who wish to play as the Angevin Empire. The entry point to this mission tree is the event “Second Treaty of Tours” fired by the mission “The Culmination”:



Here’s the mission tree that gets unlocked:



Now, the mission tree for Angevins is a heavy Work in Progress, so I’ll focus on the general gist of it!
The core new feature of our new Angevin content is the process of integrating the french estates and eventually forming the Angevin Empire. While a lot of the missions seem available to you from the get-go, plenty of them are guarded by a check for having enough of “Francien Integration.”

Francien Integration is a new government mechanic coming with the 1.13 update for the Angevin Empire.
It is essentially a bar measured from 0 to 1000, slowly ticking up. As the bar fills up, more of your missions unlock and the color of the two nations is brought closer:



Here’s the colors of England & France two-thirds into the integration process.

Once the bar fully fills up, the decision to form Angevin Empire is unlocked.

To allow a lot more gameplay possibilities with the new government mechanic, we have also (re)created an estate representing your french subjects, the aptly named “Francien.”
The estate currently has 11 privileges, giving you plenty of choice to work with, here’s 3 of them:



To briefly tackle the question of the mission tree, the mission tree is split into 3 subtrees, the latter two being of rather familiar scheme, representing the outward and inward ambitions of the two states, while the first one is dedicated entirely towards the unification of the two states.

As the mission tree is a heavy Work-in-Progress, I won’t go into detail, but here’s some interesting rewards contained within the mission tree:



And to make it easier to manage your realm across islands and continents alike, we’ve made it possible to create a brand new artificial strait crossing - The Channel Tunnel! With it first being proposed in 1802 and attempted in 1880, only failing due to political reasons and not practical ones, we’ve determined it to be no less fitting for the era than the Suez Canal!



Since it is a tunnel, it obviously cannot be blockaded, but for that, we came up with a rather elegant solution to allow you to still keep the island safe from crossings, if the need arises:



This also means that the artificial strait has 3 possible states:
- invisible/nonexistent, from the start of of the game until it is first built
- active, after it has first been built, and anytime it’s built after that
- inactive, whenever it is demolished after it was first built

The latter two look like this - green lines being the active one, red circles the inactive:




Additionally, The Channel Tunnel has a counterpart monument in Calais, which always matches the development of the main unit in Kent - so it’s just for show and for applying the modifiers.


Wrapping things up:
We're excited to give you these changes and more when 1.13 drops in June! Until then, Europa Expanded is working and fully compatible with patch 1.37 and the Winds of Change DLC and can be found here:

https://steamcommunity.com/sharedfiles/filedetails/?id=2164202838

We also invite anyone interested to join us over on our Europa Expanded Discord Server.
We wish you all a nice weekend!

_________________________________________

Ryagi back again.
A great variety of EUIV mods have taken the opportunity with 1.37 and cooked up some amazing stuff, to showcase this, we'll be hosting a large selection of mod spotlights in the coming 1-2 months, and then hopefully go back to a more regularly scheduled sprinkling of them after that. That is to say, we're not done giving these amazing mods their well deserved platform yet! (Hopefully never?)

If you are a mod Author and are interested in hosting a mod spotlight with us, I invite you to get in touch with us here on the forums, on Discord, or anywhere else you can grab our attention. We're always on the lookout for those diamonds in the rough.

As for good old vanilla EUIV, we'll continue to keep track of all your feedback with 1.37 & Winds of Change. With future patches planned to address balance issues, bugs, etc. Whether you play EUIV modless just as John EUIV conceived it, or loaded to the brim with mods, we can't thank you enough for your continued passion and support! See you next time.
Europa Universalis IV - vasi
Hello everyone - here is our first patch for 1.37, featuring over 100 fixes in total.

Notable changes include:
  • “Gothic Invasion” now accounts for the new Gothic culture that is part of the Germanic culture group.
  • The “Great Moravia” achievement now accounts for Great Moravia's cores.
  • The Timurid mission "Mamluk Delusions" now requires 40 provinces instead of 50, no longer requiring the player to make up 4 additional provinces in these areas.
  • The Bohemian mission "The Golden City" no longer allows the player to develop the province for an unlimited time. It is limited to only 3 uses, giving a total of +9 development in total.

As usual, 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 1.37.0 save games too profoundly, this is something we're not able to fully guarantee.


#############################################################
######################## 1.37.1.0 ###########################
#############################################################
###################
# Gamebalance
###################
# Governments
- The government 'Seven Provinces' now also grants 15% manpower in primary culture provinces.
# War & Peace
- Mesoamerican Tributaries can no longer ally independent nations.
# Units
- The VOC interaction "increase_voc_eastindiamen_construction" now properly grants the VOC Indiamen special unit allowed fraction.
# Other
- The VOC interaction increase_voc_eastindiamen_construction now grants properly the VOC Indiamen special unit allowed fraction.
- The 3 canals can now be built by subjects.
###################
# Interface
###################
# Tooltips
- Fixed a typo in the first option of the 'Fate of the Chinese Emperor' event.
- Fixed an error in the reward tooltip of the "Regiment de Marine" mission.
- rewrote the decision requirements for Venture into Tribal Lands.
- The Dutch mission "Glorious Revolution" no longer mentions "Man o War" special units if the Domination DLC is not active.
- Improved the tooltip of the reward for the Dutch "Low Countries Universities" universities.
- The Arabian Trade Influence mechanic is no longer mentioned if players do not own the Winds of Change DLC.
- Fixed an issue with the tooltip for "Fugger Family Privileges" Burghers privilege.
- Fixed a typo in the declare war tooltip for the Mesoamerican Tributary Casus Belli.
# Other
- Removed a duplicate entry of the mission_hussite_empire icon from its .gfx file.
###################
# Script
###################
# Achievements
- "Mayapahit" no longer requires you to own or have a subject own Madura as it is technically not part of the Java island even though it is part of the same in-game areas.
- Removed an unnecessary requirement from the Hungarian Games which asks you to have been in Hungary at any point in time as it is only visible to you if you started as Hungary anyway.
- "Timurizz" now makes it clearer that the allies with 100 Trust and with 150 opinion to you are the same.
- The achievement "Mayapahit" now allows you to form any other tag than just Maya. As long you have formed the Mayas at some point, the achievement can be earned.
- "There Khan only be one!" now requires you to be a horde or the Great Mongol State at the end too. In other words, if you start as a horde and reform into a monarchy before killing all other hordes the achievement would not trigger until you return to being a horde.
- Improved the description of "There Khan only be one!" so it is clear that every country (except for you) cannot be a horde.
- Changed the visibility requirement for "Veritas Vincit" from owning "Winds of Change" to owning "Art of War" and "Emperor" as the mechanics required to fulfill this achievement are behind these two DLCs.
- Improved the visibility of the following achievements so you no longer have to form the specific country to see the achievement: "It's all coming together", "Baborg" and "Get out of my swamp!".
- The achievement "The Hungarian Games" now counts won battles against the same country up to 3 times. A 4th won battle against the same country will no longer count for the achievement though.
- "The League of Mayapan" will no longer disappear from the list of achievements after it's completed.
- "Great Moravia" achievement now accounts for Great Moravia's cores.
- Updated the achievements' descriptions of "The Pen is Mightier than the Sword", "Take that, von Habsburgs!", and "The Ostenders" to properly adjust with their script.
- "Gothic Invasion" now accounts for the new Gothic culture that is part of the Germanic culture group.
# Decisions
- Made it so you can't form AUH whilst in the relevant disasters.
- Reward from NED_glorious_revolution is now kept after forming the United Crowns.
- Great Moravia can now be formed through indirect ownership of the required provinces and the decision to form it is visible from the start.
- The "Reform into Prussia" decision will now mention the "Prussian Path" instead of the "Prussian Kingdom Path" in the trigger tooltip.
- The "Reform into Prussia" decision now requires you to have one of the Reformation religions when you don't have Lions of the North.
- "Reform into Prussia" has no longer unlocalized text in it.
- Improved the trigger tooltip for "Venture into Tribal Lands" so you no longer have to look at the effects to get an idea of what you have to do to colonize the neighboring provinces.
- The decision to "Expand the VOC" is no longer available to every country that has territory in India. This removes the ability for Indian states to commit suicide at the press of a single button.
- Players no longer have access to the "Form Austria-Hungary" decision while the events "The End of the Hungarian Revolution" and "The End of the Austrian Revolution" are actively on the screen.
# Events
- The event Raabisation now properly grants its rewards.
- The Russian events regarding the peasantry now remove ALL serfdom-related estate privileges with every step before applying the new privilege. This should cover rare cases where some serfdom privilege was "stuck" on the player even though they progressed through the event chain already, but should by default not change much for the normal experience.
- Fixed an issue with the "Muhammad Juki Seizes Initiative" (flavor_tim.20) event.
- The event "Gold Mine Discovered!" has now a goto button.
- The event "Heir needed in <Theocracy Country>" has now a 40-day cooldown between each instance. This should remove the cases where the event triggers twice for a country.
- Refined the descriptions of the "End of the Tatar Yoke" further in case Muscovy devs its way out of the yoke...
- Added a special event text for the case that Muscovy grows too powerful to be influenced by the Tatar Yok while Sarai has never fallen.
- Fixed missing ruler name and dynasty for the "Hungary wishes to join the Empire" incident events.
- The Polish event about the Election of Kasimir will no longer display certain tooltips that have no effect without the "Lions of the North" DLC.
# Missions
- The mission mongols_tumu_crisis can no longer be instantly completed.
- Made it so the azt_unify_mexico mission's title does not overflow out of the UI if you are a theocracy.
- The "Emperors of Rome" mission now gives rewards according to the chosen path.
- The mission Refine the Condottieri will no longer grant Mercenary Leader Army Tradition.
- Sarig Yogir is now granted the basic Mongol missions.
- The "Statists and Orangists" mission can now be completed after manually switching to reform with the Dutch Election.
- The mission tre_trapezunite_pride now has an alternative requirement if the province Trebizond produces Gold.
- The Dutch mission "Hansa Relations" now always rewards you regardless of how you complete it.
- The owner of Kyoto now gains 100 Dip Power from the Dutch mission "Japanese Trade" if the mission is completed via relations.
- The Dutch mission "Japanese Trade" now grants the reward of both options if both a true at the same time.
- The Dutch mission "Teachings of Erasmus" now gives 1 stability or 100 ADM if you have already 3 stability if you do not have a clergy present and you are NOT Reformed.
- The mission "Humiliate Austria" is no longer automatically completable when you start a game without the Rights of Man.
- The Theodoran mission "Into the Steppes" will no longer mention a reward for your Cossacks estate if you do not have the Cossacks estate.
- The Aztec mission "Telpochcalli Academies" will no longer enable the "Telpochcalli Academy" Local Organization if you don't own Golden Century.
- The Austrian mission "Surpass the Poles" now gives the PU CB against Poland until they have more than 400 total development instead of 300 total development.
- The Dutch mission "Ending the Sound Toll" has its reward now properly available for Holland, and not just the Netherlands.
- The Timurid mission "Mamluk Delusions" now requires 40 instead of 50 provinces, no longer demanding the player to make up 4 additional provinces in these areas.
- The Austrian mission "Italian Ambition" has its rewards no longer exclusive to each other.
- The event from the mission "Question of Azov" now properly triggers for Genoa instead of Theodoro.
- The Bohemian mission "The Golden City" no longer allows you to achieve Leviathan-levels of Development in a province any more, limiting the maximum amount of dev gain to 3 times (so +9 development in total).
- Forming Prussia as the Teutonic Order before completing "Defeat Poland" will now automatically complete the mission and select for you the Prussian Path.
- The Russian mission "The Fate of the Peasantry" is no longer blocked if the player goes a weird path of crushing the peasants just to liberate them later on anyway.
- The mission "Endthe Regency" now automatically gives you the Hussite branch as long you finish it while NOT being Catholic. Updated the tooltip too to reflect this change.
- Deccan now has religion after being released through the MUG_viceroyalty_of_deccan mission.
- Forming Yuan while being a horde will no longer lock players out of the mission "Four Great Schools".
- Fixed inconsistency for the Church estate naming in the Yuan "Inward Perfection" / yua_inward_perfection mission, as it referred to twice as "Clergy" and once as "Shizu".
- Fixed the reward of the "OMA_buffing_outposts" mission that was dependent on Trade Companies for non-Dharma owners.
# Modifiers
- Fixed an issue with the modifier Vegvar System not applied correctly to border forts, for Hungary.
- The modifier hun_avenge_varna is removed from Hungary if the Ottomans are annexed or subjugated.
- The privilege estate_nobles_ITA_military_governors now grants state governing cost instead of territories governing cost.
# Setup
- The disaster 'Austrian Revolution' will now only show up if Austria does not exist.
- The Austrian reform "Imperial Austrian Monarchy" is now properly granted via the Multicultural Empire mission.
- The "Land Reform" (development_of_infrastructure) parliament issue is increased by having Infrastructure ideas.
- The capital of Moghulistan is now Ilian.
# Other
- Minor text improvement of horde event.
- The modifier name in French now properly says yearly.
- Fixed Lake Chad name.
- Changed mention of Chagatai to Moghulistan in the startup screen text.
- Added missing declaration of war string for the Mesoamerican Tributary subject.
- The government reforms "Roman Empire" and "Roman Republic" now require you to be either the Roman Empire, Byzantium, or a custom nation atop of the normal Roman culture requirement. This should avoid the weird cases where the Client States would call themselves the "Nth Rome" by enacting the reform.
- The Sich Rade government reform has now - 75% Capital Movement Cost to synergize better with its Itinerant Capital mechanic.
- "Expanded Black Army" will no longer show that mercenaries are free of Army Professionalism cost if you do not own Cradle of Civilization.
- You no longer have the "Start War in Colony" button for Sunset Colonies subjects as it cannot work outside of Colonial regions anyway.
- Fixed an issue with the 'Compromise with the Hungarians / Austrians' decision.
- "Return of the Hussites!" will no longer trigger "Election of a New Ruler". Additionally to this, Jan is now always a 25 year old one Czech.
- The event "New Government!" for former colonies will now properly make you into a Republic in the 2nd option.
###################
# Bugfixes
###################
- Great Moravia's achievement now accounts for Great Moravia's cores.
- Fixed an issue that fired the Unprofitable Trade event for the Netherlands after creating the VOC.
- The reform imperial_hungarian_government now has a proper icon assigned to it.
- Updated the achievements' descriptions of "The pen is mightier than the sword", "Take that, von Habsburgs!", and "The Ostenders" to properly adjust with their script.
- Fixed some overflowing texts of the Spanish localization.


#############################################################
#############################################################

Previous changelogs
1.37 'Inca'
Europa Universalis IV - PDXRyagi
Europa Universalis is taking part in the Steam 2024 Endless Replayability fest.
Dominate the world, paint the map and make your mark on history!

Base game and editions:
Additional content on sale can be found on our storepage:
https://store.steampowered.com/app/236850/Europa_Universalis_IV/

Also be sure to check out our latest Expansion, Winds of Change:
https://store.steampowered.com/news/app/236850/view/4207001628994939574
Europa Universalis IV - vasi
Below is a full list of changes in the free 1.37 update, 'Inca'.


Please note that we can't guarantee 1.36 saves are compatible with 1.37, and that some mods may not work properly! See here for information on how to roll back versions or prevent auto updates.



###################
# Free Features
##################

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

###################
# Gamebalance
###################

# Governments
- The Venetian Government no longer allows switching to a Monarchy or a Theocracy
- It's no longer possible to go over the special unit force limit with the Cossack government interactions
- The Great Mongol Horde government reform now allows to recruit banners in all of the primary culture provinces regardless of what culture they are of
- Government reforms which have the Iqta mechanics are now only usable by Muslims. This affects the Barbery Sultanate and the Ajuuraan Theocracy.
- Meritocracy mechanics can now be used correctly with Republic and Theocracy government types
- The government reform "Royal Marines" is now available to Great Britain and Angevin regardless of their primary culture
- The Great Mongol Empire reform now grants you the Siberian Frontier ability.

# Other

- Vassals contributing negative force limit are no longer affected by Vassals Force limit Contribution modifiers.
- The "Seize Court Resources" subject interaction has its cooldown increased from 5 to 10 years.
- The Mayan religion now gives -10% Cost of Advisors with Ruler's Religion instead of +1 Possible Advisors.
- The Chan Chan Citadel now starts at level 2 instead of 1.
- The Tenochtitlan monument now gives 0.5/1/2 yearly doom reduction instead of 1/2/3.

###################
# Interface
###################

# Icons/Art

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

# Tooltips

- Added a tooltip for has_term_election = yes/no.

# Other

- Shift-clicking max accepted gold for a peace offer no longer puts the amount above 100 war score cost total.
- Fixed so that the court view refreshes when there's a new monarch.
- Fixed so game options in the game lobby start at their positions instead of moving to them.
- Cultures that are promoted for free now have an indication.
- Great Project construction progress added to the outliner.

###################
# Usermodding
###################

# Effects

- Added round_variable, second value > 0 gives Ceiling, second value = 0 gives Round and second value < 0 gives Floor.
- Added a force_create_marriage effect which allows to creation of royal marriages between nations with religions disallowing it.
- add_accepted_culture_or_dip_power takes in culture slots from tech correctly. Is no longer a scripted effect.

# Modifiers

- Added reverse_relation_with_heretic_religion and reverse_relation_with_heathen_religion modifiers.

# Other

- Added frame_variable for custom icons to avoid many frame clauses.
- Added custom GUI to colonization view.
- Added custom GUI to siege view.
- Added custom GUI to the topbar interface.
- Added a custom_window to the custom_gui.
- Added "on_state_edict_enacted", "on_state_edict_removed", "set_state_edict" effects.

###################
# Script
###################

# Achievements

- Trade Protectorates now count for achievements.

# Decisions

- The decision to form Tuscany will no longer display the “Swap your missions” if your missions will not swap
- All Adm Tech 20 Formable countries will now require Adm Tech 18.
- Forming the LPC will no longer change your Lithuanian primary culture to Polish and the latter will just be an accepted culture.
- The "Thalassocracy" Decision now may be completed with Trade Ideas.
- You no longer need to have direct control over the Chinese cities, Central Asia, Crimea, and Urals to form the Mongol Empire.
- Forming Japan will now grant claims on Korea if the Domination DLC is active.

# Events

- The event "The Destruction of the Persian Embassy" now properly refers to Persia.
- The Mamluk mission Naval Enterprise's event reward will offer a choice for players without the Rule Britannia or Golden Century DLCs.
- Added a second option in the Rebirth of Great Armenia event to allow keeping your old idea set
- The event "A Very Strategic Marriage" can no longer trigger while either Castile/Spain or Austria are at war.
- The End of the Tatar Yoke event has now a different description if it breaks when the Horde owner changes its government reform.
- The event "The Milanese Succession" will grant a vassal instead of a union CB if Milan is ineligible for a union.
- The event Feast of the Dead will no longer fire for non-Dakota culture countries.
- The event Porcelain in Meissen will now correctly grant a Mill or upgrade the Production building if possible.
- The event "Fall of the Mamluk Sultanate" will not trigger if Egypt already exists.
- The Persian event 'Weaving Gold & Silk' now properly gives prestige or mana.

# Ideas

- The Aztec idea of "Imperial Tribute" now gives 1 Monarch Power Tribute from the Tributary States and -10% Liberty Desire of Subjects instead of 10% Tax Efficiency, the Aztec idea of "Pochtecayotl" now also gives +10% Burgher loyalty equilibrium.
- The Incan idea of "Machu Picchu" now gives -10% Great Project Upgrade Cost; the Incan idea of "Quipu" now gives -5% Administrative Tech Cost.
- Tuscan Traditions now offer Reformed and Protestant alternatives to Papal Influence.

# Missions

- Fixed some wrong highlighting for the "The Eyalet of Persia" Ottoman mission.
- Fixed a broken tooltip for the requirements of the tur_venetian_relations Ottoman mission.
- The Russian Mission mos_rus_conquer_persia will no longer mismatch the requirement religion with the effect of the potential ally it requires.
- The Qing mission "Expel Foreign Merchants" will now correctly grant its reward.
- The Russian mission "Appease the Patriarchate'' makes it now extra clear that the reward does NOT remove the state maintenance from consecrated Metropolitans. It just slaps a -10% local state maintenance on the modifier which negates the extra cost.
- The Ottoman mission "The Eyalet of Persia" will no longer give claims on the Khorasan region as the previous mission already gave these claims before.
- Georgia AI will no longer vassalize the Trebizond player by completing "Deal with the Komnenids".
- The mission "Modernize the Banners" for Qing, now has a fallback if the EoC does not exist.
- The Polish mission Varna Aftermath will no longer check for the Emperor DLC for one of its effects.
- The Songhaian mission "Army Professionalism" can now be completed even if you don't own Cradle of Civilization.
- Generic missions now have generally more flavorful and interesting rewards.

# Setup

- Renamed Chagatai to Moghulistan.
- The starting ruler of Oirat now has his birth year set to 1407
- Venice now has a core on Thessaloniki (ID: 148) at the game start
- Replaced all mentions of "Tarascan" with "Purépecha" due to the former being a derogatory term
- Tarija is now a mountain province, and Camana is now a Coastal Desert province.

# Other

- Renamed the "Imperial Ban" cb from incidents to "Imperial Campaign".
- Added AI logic to the new policies from 1.35, allowing them to pick those policies.
- Added dynamic province names for Austrian and Bavarian cultures.
- The Great Mongol Horde government reform can now recruit banners in all of their primary culture provinces regardless of what culture they are of.
- The Anglican church action "Reformation Diplomacy" now also affects Hussites.
- The government reform "Royal Marines" is now available to Great Britain and Angevin regardless of their primary culture.
- Improved the tooltiping of the Burgundian Inheritance, notifying the player that they will declare war on Burgundy in 10 days.
- The Burgundian Succession will now properly tell you what provinces you release when the Emperor demands the Lowlands. Additionally, you no longer release provinces that are NOT part of the HRE and are NOT Dutch, Flemish or Frisian.
- The Burgundian Succession will no longer trigger when Burgundy has already fallen into a PU under somebody else before.
- It is now possible to be eligible for the Burgundian Succession by accepting a royal marriage by Burgundy too. In other words, you are no longer forced to be the one sending the Royal Marriage to Burgundy.
- Modernizing as a native country will now properly replace your buildings with an adequate new building (said replacement cannot be from a higher tech than tech 10 though, and manufactories are excluded).
- The Technotitlan monument now gives 0.5/1/2 yearly doom reduction instead of 1/2/3.
- The capitals of Theodoro and Hisn Kayfa are now treated by the AI as fixed.
- Orthodox rebels can no longer convert your provinces when you give in to the Pope's pressure and form the Latin Empire.
- The circumnavigation event now gives monarch power if you have already 100 Prestige.

###################
# Bugfixes
###################

- Fixed heir and consort names for Janissary countries.
- province_trade_power_modifier is now called "Local Trade Power Modifier" instead of just "Local Trade Power", a name that is already used by province_trade_power_value.
- AI will now want to form Spain Diplomatically.
- Fixed the issue of being able to declare war on someone transferring trade power to you when either you or the recipient are subjects.
- Fixed issue where music would start playing when paused and locked windows.
- Fixed an issue that allowed Russia to gain modernization from countries that are technologically not any more advanced than Russia.
- Fixed tax increase not being displayed in confirmation popup when the development of temple privileges is active.
- Fixed so “Strong Duchies” and better integration estate privileges don't get removed when tag switching.
- Spy network now correctly transfers over when the target forms a new country.
- Fixed parliament seat map mode tooltip.
- Fixed the issue with having to double-click the trade node button in the province view.
- Fixed how we decide what government icons to show for tribes.
- Fixed issue with not being able to cancel construction of annexed subjects.
- Fixed an issue where monastic orders could generate female heirs.
- Fixed so loading from in-game resets province highlights.
- Fixed a hot join desync related to the tariff being set to 0.
- Fixed a CTD related to AI attempting to claim RNW state.
- Fixed potential crashes when annexing countries that have hereditary pronoiars.
- Fixed missing tooltips for scripted GUI in the celestial empire view.
- Fixed custom GUI not working in the parliament view.
- Fixed a crash when using custom GUI scripted boxes when they aren't defined in custom GUI files.
- Pathfinding will now correctly take into account open seas when finding a sea path greatly penalizing moving through them.
- Changed the description of the Warned popup to mention only bordering countries, not all countries.
- Decisions linked with estates now show their names correctly in the statistics and history window.
- Fixed a bug with the Grown by development trigger which was making the French mission Shield of Outremer harder after a reload.
- Colonies will no longer use colonial region colors when playing without Leviathan DLC.
- Greatly shortened the vassal modifier description tooltip.
- Fixed weird indentation for separatism effects.
- Getting an upgraded default trade policy will now correctly set all merchants to it.
- Provinces no longer get bonus trade power from “Promote Investment” action when they are not in a trade company.
- Fixed one missing new line in trade power modifiers.
- Changed description of the Spread Revolution peace treaty to no longer say the revolution will be spread only on one continent as it is no longer true.
- The music player will now correctly display the pause button when the music is playing.
- Annexing a subject will no longer use up more diplomatic power than needed.
- Placate ruler can no longer be used when the modifier is at -100% LD.
- Breaking alliances with Favours is now possible without the Rights of Man DLC.
- Fixed areas appearing in the claim area diplomatic action menu even though there are no provinces to be claimed.
- Flagship modifiers given to a country now are correctly applied to the flagships owned by that country.
- Fixed a gray window appearing when trying to build boats in a landlocked country.
- Fixed a bug that disallowed giving away province occupations in some cases.
- The Tooltip for not being able to build a building in a province now correctly displays the reason when it's due to a missionary or cultural conversion.
- AI will no longer be able to declare a war on the date a truce ends making the player unable to declare a war themselves.
- Attacking vassals will now correctly call in a coalition that their overlord is part of.
- AI will no longer be able to cancel the movement of a unit if it is not allowed to stay in a province. AI will no longer be able to hide boats in occupied provinces.
- type = random will no longer crash the game due to wrong Province ID calculation.
- Imperial incidents do not refer to the wrong countries.
- Macrobuilder now correctly shows special unit constructions in the special unit force limit number.
- Fixed inconsistent displayed values for force limit with special mercenaries not contributing to force limit.
- Ai will now take Defender of Faith when possible.
- Fixed framerate drop in the economy tab while playing as a big nation.
- Fixed a bug where attaching units to already moving units causes the attached units to desync with the main army.
- Removed the ability to cancel any movement with automatic ship transportation.
- Fixed modifiers in reforms for players with missing DLCs.
- Fixed overextension events not firing at all as well as on_overrun on action not firing any events.
- Calling an ally who is also a defender of faith into an offensive war won't cause the tooltip to display wrong information.
- Chance to inherit personal unions modifier now adds correctly to the overall chance.
- Centers of Reformation will now use the owner's heathen missionary strength when converting heathen provinces.
- Army maintenance will no longer influence mercenary morale damage.
- Added a missing new line after a change of siege effect.
- Fixed missing localization for mechanic_heirs.
- Changing the name of an heir will no longer speed up personality gain timers for the ruling monarch.
- "Establish the Qizilbash Regiments" privilege's modifiers are no longer hidden until it is enacted.
- Scripted triggers with estate_influence no longer fail trigger validation.
- Fixed custom attributes not appearing in government reform tooltips.
- Knowledge-sharing actions now correctly calculate colonial range.
- Imperial Mercenaries will no longer cost negative money when hired with enough negative modifiers.
- Strict Drillmaster and Inspirational Leader leader personality traits now work correctly giving modifiers to armies.
- Subjects not costing a diplomatic relation no longer cause royal marriages with them to cost a relation slot.
- The 'Cannot combine with' tooltip for peace options now correctly displays the one for annul treaties.
- Outliner now correctly shows that vassal annexation is halted when their provinces are occupied.
- Personal Union calculations are no longer different for nations with more than 1000 development.
- It is no longer possible to rival yourself after forming a nation.
- It is no longer possible to mothball and move ships at the same time, locking them forever in a sea tile.
- Fixed incorrect localization for Rajput regiments in tooltips.
- Regency ending notification no longer appears with Leviathan DLC disabled.
- Disband ship tooltip and message no longer displays max sailor count incorrectly.
- Upgrade trade center notification no longer appears with Dharma DLC disabled.
- Fixed the chat channel kick button and added tooltips.
- Fixed issues with independence support war declarations when multiple subjects are involved.
- Fixed issue with tooltipping past incident of Hanseatic League Decline not mentioning who got embargoed.
- Fixed a bug where the capture of the Ming emperor event would trigger for the Ming heir instead of the ruler.
- Fixed an issue that fired the starting Georgian events when reloading the savefile as a custom nation Georgia.
- The Nizwa Fort Great project will now grant attrition in the area, in the third tier.
- Fixed an issue with the Mamluk agenda 'Develop Military Infrastructure.
- The 'Mercantile Relationship' Mamluk mission will no longer reference Galleas special units if you don't own 'Domination.
- The event 'Heirs of the Romans' will no longer remove the 'Armenian Union' modifier for Georgia.
Europa Universalis IV - vasi
Reforge the challenges of today into achievements of tomorrow in EUIV: Winds of Change.

From the waterways of Tenochtitlan to the canals of Venice, from the Holy Roman Empire to the Mughal court, from the Mongol Steppes to the Andean Highlands. Over a dozen nations get makeovers in Winds of Change, a new expansion pack for Europa Universalis IV, available now.

This expansion pack adds new historical content for nations as different as the Aztec Empire that dominated 15th century Mexico, to the Mughal Empire that emerged out of Central Asia to dominate India for three hundreds years, to the trading republics of Venice and the Netherlands, each controlling the seas to guide precious cargo home.

This historical content takes many forms, including expanded and branching mission trees, unique government reforms that reflect the characteristics of certain nations, new decisions and events, and special mechanics that allow you to leverage cultural abilities for unique bonuses.



Europa Universalis IV: Winds of Change includes new historical content for:

  • Major American Nations: The Aztecs, Maya and Inca all get significant updates, including an Aztec mechanic that promotes warfare and demanding sacrifices, new ways to unite the Mayan nations into one kingdom, Incan royal authority, and many other improvements and updates. These nations also receive special content to allow an alternate-history invasion of the Old World.
  • Major Trading Nations: Both The Netherlands and Venice see expanded historical flavor, including more detailed content for the creation and enlargement of the Dutch Republic, the Glorious Revolution uniting the Dutch and British crowns, the Venetian Council of Ten, and the glories of the Venetian Renaissance.
  • Gunpowder Empires: The declining Timurid Empire can either fully embrace Persian traditions or return to its horse empire roots through a life of plunder, and the rising Mughal Empire has new routes to unite all of India under its sway. The Central Asian Horde nations also get updates, including unique flavor for the Tatar, Mongol and Moghul Khanates.
  • Central Europe: Austria, Hungary and Bohemia get revised trees, including the possibility for the Austrian and Hungarians to form the dual monarchy of Austria-Hungary and for Bohemia to expand Hussite Power in the heart of the Empire, while all three can tailor the HRE to their liking.
  • Major Formable European Nations: New alt-historical options and content for the formation of Germany and Italy.
  • Minor Orthodox Empires: Surrounded by enemies, the Black Sea kingdoms of Theodoro and Trebizond seek to thrive and expand, potentially reviving Orthodox fortunes in the region.
  • Hisn Kayfa and Hormuz/Oman: The minor nation Hisn Kayfa, heirs of the Ayyubid dynasty, and major Gulf trading powers of Hormuz and Oman get unique mission trees to dominate the Middle East.

Get the expansion:

https://store.steampowered.com/app/2854750/Expansion__Europa_Universalis_IV_Winds_of_Change/
Europa Universalis IV - PDXRyagi
Hello everyone!

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

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

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

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

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

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

Changelog Here 👇
[expand type=details]


#############################################################

######################## 1.37.0.0 ###########################

#############################################################


###################

# Expansion Features

###################

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


###################

# Free Features

##################


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

###################

# Gamebalance

###################


# Governments

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

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

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

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

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

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

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


# Other

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

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

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

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

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


###################

# Interface

###################


# Icons/Art

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


# Tooltips

- Added a tooltip for has_term_election = yes/no.


# Other

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

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

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

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

- Great Project construction progress added to the outliner.


###################

# Usermodding

###################


# Effects

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

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

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


# Modifiers

- Added reverse_relation_with_heretic_religion and reverse_relation_with_heathen_religion modifiers.


# Other

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

- Added custom GUI to colonization view.

- Added custom GUI to siege view.

- Added custom GUI to the topbar interface.

- Added a custom_window to the custom_gui.

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


###################

# Script

###################

# Achievements

- Trade Protectorates now count for achievements.


# Decisions

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

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

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

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

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

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



# Events

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

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

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

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

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

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

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

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

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

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


# Ideas

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

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

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


# Missions

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

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

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

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

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

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

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

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

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

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

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


# Setup

- Renamed Chagatai to Moghulistan.

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

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

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

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


# Other

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

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

- Added dynamic province names for Austrian and Bavarian cultures.

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

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

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

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

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

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

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

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

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

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

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

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


###################

# Bugfixes

###################

- Fixed heir and consort names for Janissary countries.

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

- AI will now want to form Spain Diplomatically.

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

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

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

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

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

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

- Fixed parliament seat map mode tooltip.

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

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

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

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

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

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

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

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

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

- Fixed custom GUI not working in the parliament view.

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

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

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

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

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

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

- Greatly shortened the vassal modifier description tooltip.

- Fixed weird indentation for separatism effects.

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

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

- Fixed one missing new line in trade power modifiers.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

- Imperial incidents do not refer to the wrong countries.

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

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

- Ai will now take Defender of Faith when possible.

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

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

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

- Fixed modifiers in reforms for players with missing DLCs.

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

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

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

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

- Army maintenance will no longer influence mercenary morale damage.

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

- Fixed missing localization for mechanic_heirs.

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

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

- Scripted triggers with estate_influence no longer fail trigger validation.

- Fixed custom attributes not appearing in government reform tooltips.

- Knowledge-sharing actions now correctly calculate colonial range.

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

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

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

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

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

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

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

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

- Fixed incorrect localization for Rajput regiments in tooltips.

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

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

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

- Fixed the chat channel kick button and added tooltips.

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

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

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

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

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

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

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

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

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

-------------

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

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

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


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

-------------

UI Art

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








-------------


Unit Models


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

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

Romagnol Culture




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

Umbrian Culture




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

Rhenish Culture




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

Westphalian Culture



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

Dalmatia Culture




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

Croatian Culture




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

Moldavia



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

Slovakian Culture



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


-------------


Portraits for Woman Advisors in North America


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



-------------


Winds of Change Art

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


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

-------------


Achievements

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



It's all coming together

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

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



Doge Coins

Starting as Venice, become the Economic Hegemon.

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



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

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



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

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



Mayapahit?

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

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



There Khan only be one!

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

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



Baborg

As the Mughals, assimilate at least 12 culture groups.

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



Get out of my swamp!

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

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



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

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



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

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

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

-------------

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

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



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

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

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

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

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

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


-------

Incas

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

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

-------

Aztecs

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

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

-------

Mayan

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

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

-------

Sunset Invasion

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

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

-------

Venice

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

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

-------

Italy

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

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

-------


The Netherlands

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

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

-------

Hungary

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

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

-------

Austria

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

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

-------

Bohemia

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

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

-------

Germany

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

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

-------

Hisn Kayfa

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

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

-------

Hormuz /Oman

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

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

-------

Trebizond

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

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

-------

Theodoro

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

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

-------

Hordes

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

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

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

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

-------

Mughals

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

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

-------

Flavour Content
  • 32 New Unit Sprites.
    • 4 new units for Umbrian culture.
    • 4 new units for Romagnol culture.
    • 4 new units for Croatian culture.
    • 4 new units for Dalmatia culture.
    • 4 new units for Slovakian culture.
    • 4 new units for Moldavia.
    • 4 new units for Renish culture.
    • 4 new units for Westphalian culture.
  • 3 New Music Packs, with 9 new songs in total.
    • Music pack with 3 new songs of Pre-Columbian flavor.
    • Music pack with 3 new songs of Central European flavor.
    • Music pack with 3 new songs of Central-Asian flavor.
-------

Let’s now move into the content added as a part of the free 1.37 ‘Inca’ update. The first decision we made was to take a look at the generic mission trees, which have not received attention over the years, therefore making their overhaul to be consistently on the player’s wishlist.

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

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



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

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

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

-------

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

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

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

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

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

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

  • New math effects have been added:

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

-------

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

Master of Mint:


Spymaster:


Army Reformer:


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

-------

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

The Golden City, in Nitra:


Schönbrunn Palace, in Wien:


Amsterdam Bourse, in Amsterdam:


Venetian Arsenal, in Venice:


City of Sarai, in Sarai:


Note: This is a movable monument!

Citadel of Aleppo, in Aleppo:


Afaq Khoja Mausoleum, in Kashgar:


Tzintzuntzan, in Patzcuaro:


-------

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

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

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

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

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

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

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

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

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


The highlights of the conquest missions are the following rewards:

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

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


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



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



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

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

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

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

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

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



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


Here are the highlights of this mission path:


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




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

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


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

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



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

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

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

As we say goodbye enjoy this comic from FatherLorris:
...