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Development Diary - 3 of September 2019

Hello again! Welcome to the second dev diary for September’s Manchu patch, in which I’ll be talking about Manchus, Mongols, missions, and maps. Before I get to that though, I’d like to acknowledge the overwhelmingly positive response to the previous dev diary. We suspected that folks might appreciate a few changes to the Mandate mechanic but weren’t expecting such a strong response to the surprise announcement of Manchu. We hope that you’ll enjoy today’s dev diary just as much!

Let’s start with the Manchus. The 1.29 Manchu update will contain absolutely no Manchus anywhere in the world in 1444. Introducing instead, the Jurchens:

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The Jurchens were the predecessors of the Manchu, founders of the Jin Dynasty that ruled northern China during the 12th and 13th centuries. As members of the Evenki culture group they share little cultural kinship with their southern neighbours, and a Jurchen dynasty will struggle to hold the imperial throne.

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The Jurchens are divided into several clans. Jianzhou, the eventual founders of the Qing Dynasty, and Haixi are settled peoples in the good graces of Ming. Unlike their northern neighbors they have embraced the Feudalism institution and are Tributaries of Ming. Jianzhou has the added advantage of controlling Paektu Mountain, a site sacred to the Jurchens and Koreans alike that grants a bonus Prestige and Tolerance of the True Faith bonus to the owner of the Jianzhou province so long as they have an appropriate culture and religion. Udege, Donghai, and Yeren have much less development than the more “civilized” southern clans, and must also contend with the new Evenk tribes of Nivkh and Solon.

So where are the Manchu, I hear you cry? The Manchu identity was forged during the unification of the Jurchens by Nurhaci and his successors. When you form the Manchu nation, all Jurchen provinces in the world will instead become Manchu:

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Forming Manchu is a little more difficult in the Manchu update. You must now own 20 core provinces of Jurchen (or Manchu) culture, becoming a true unifier of the Jurchens rather than simply rushing to own a few key provinces. Manchu culture has a great advantage over Jurchen culture in one important way: it is part of the Chinese culture group, allowing you to rule over China and hold the Mandate without penalties. Forming Manchu will also give you the option to switch from Jurchen to Manchu national ideas - we’ll reveal those another time.

Next up, the Jurchen/Manchu/Qing mission tree!

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As before, the Jurchens begin by Dominating Rival Jurchens and Uniting the Jurchen Tribes. They should also consider building Shrines at the Mountain in Jianzhou for an early Horde Unity bonus. Raising the Eight Banners, fittingly enough, requires having eight Banner units and rewards permanent claims on both Korea and a significant amount of Mongolia, opening the way for invasions of those regions.

The Manchu invasion and conquest of China takes up the bulk of this mission tree, and mission after The Mandate of Heaven will require you to establish the Qing Dynasty. The first step towards this goal is of course to Bypass the Great Wall. At the time of the Manchu invasion this section of the wall was held by the Ming general Wu Sangui, who refused to accept the legitimacy of Li Zicheng’s Shun Dynasty in Beijing. How this will play out in the game depends on the state of China. If either Shun or a weak Emperor hold Shenyang while you are at war with them, the mission can be completed and an event will fire:

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Wu Sangui will defect to the Manchu army and become a General in their service, and in the process immediately cede his fortress at Shenyang to the invaders. If however the invaders face a stronger and more unified China they must conquer both Shenyang and Beijing through more conventional means. Either way, you’ll also be rewarded with +15% Siege Ability for the next 20 years. This is when the invasion truly begins. Taking Liaoning and North Hebei in the initial war will allow you to complete the Invade China mission.

It is now time to seize the Mandate of Heaven and proclaim the Qing dynasty. Taking the Mandate from Ming will add the Mukden Palace (pictured in the new loading screen) to the Beijing province, which grants +0.05 Monthly Mandate and -2 Years of Separatism until the end of the game so long as you control Beijing. Another early source of Mandate can come through the Establish Tributaries mission; 10 tributaries will give a flat reward of 20 Mandate. The conquest of China is far from complete, however. Owning at least 25 provinces in North China will lead to the establishment of the Green Standard Army, immediately bolstering your manpower reserves with an influx of Chinese defectors and increasing your Mandate. If you are at war with Ming when you complete this mission, Ming will also lose manpower and stability.

With the north under your heel, it’s time to march south. The Devastate a Metropolis mission offers an opportunity to hasten this conquest; raise the Devastation of any hostile province with at least 25 development in China to 20 and you’ll be rewarded with the Cruel Example modifier, granting 20% Siege Ability and Province Warscore Cost for 20 years. You’ll then be tasked to Extinguish Ming completely, removing them from the map once and for all and strengthening your Mandate even further. Last week I talked about a new Disaster with the potential to break apart Ming China. Conquering 20 provinces in the South China region will allow you to complete the Three Feudatories mission. If Yue, Wu, and/or Dali exist and are either independent or subjects of Ming, they will immediately submit to the Qing as Marches. This can be a huge boost to Qing power when timed opportunistically. Additionally if Wu Sangui is still alive and you gain Dali as a March through the mission, Dali will immediately form the Zhou tag and Wu Sangui will become its ruler. This is how we are representing the Three Feudatories in the Manchu patch; three large feudal realms in southern China led by Ming generals who submitted to the Qing. Of course, the Three Feudatories are best known for their revolt against the Qing. After around 20 years, these states will ally one another and declare a war for independence, dishonoring their agreements with the Qing. These upstarts must be crushed, and swiftly. You must control all of southern China directly to complete the Revoke the Feudatories mission.

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With the annihilation of Ming and the defeat of the rebellious generals, the Qing can finally set their sites on restoring harmony to China. Directly owning all of China, achieving complete Religious Unity, and ensuring that average Unrest remains low will allow you complete the Harmonious Empire mission which grants +1 Tolerance of the True Faith for the rest of the game. There are also a number of missions representing the administrative development of Qing China: adopting Confucian Administration, Reforming the Censorate, and founding the Library of the Four Treasuries will reward players with various administrative boons that will aid in ruling the great expanse of China.

Lastly, the Qing dynasty saw some of the most extensive and most rapid expansion of Chinese borders in history. The Ten Great Campaigns of the Qianlong Emperor targeted almost every neighbor of the Qing, from Vietnam and Burma in the south to Inner Asia and Tibet in the west. As we discussed in the previous dev diary, the Empire is no longer penalized for failing to surround itself with tributary states, which makes direct expansion a viable path for an ambitious Qing Emperor.

Onwards to Mongolia!

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The setup in Mongolia for 1.29 is much the same as it is in 1.28: Powerful Oirats in the west, a vassalized Mongolia in the heartland, and an opportunistic Korchin in the east. There are however quite a few more provinces in this iteration of the steppe. Very large provinces make for slow and frustrating gameplay in this region, so efforts have been made to increase the province density as well as to improve the starting development of both Mongolia and the Oirats. A reunited Mongolia ought to feel like a meaningful threat to the often complacent Ming. Mongolia is no longer immediately disloyal in 1444, though it is a close balance and even a small misstep could have dire diplomatic consequences at an inconvenient moment. Loyal Mongolian soldiers will surely be of great help to an Oirat player during the Tumu Crisis.

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The Mongol mission tree is shared by all nations with Mongol, Korchin, Khalkha, and Oirat culture. As you might expect, it leads the player down the path of recreating the conquests of the great Genghis Khan and his successors. To begin this ambition campaign you must directly control both Ih Huree and Qaraqorum - meaning that the Oirats must integrate Mongolia and that Mongolia must defeat their Oirat masters. Completing this mission will establish an Annual Kurultai in Qaraqorum, which grants a very significant +1 Horde Unity per year so long as you continue to own the province and stay true to your Mongol roots. Next you must Unite the Mongols by owning at least 5 provinces from each Mongol culture.

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Now there is a choice to make: follow in the footsteps of Genghis Khan and declare that all the tribes are one Mongol people, or reorganize the tribes and thereby accept all Mongol cultures and 3 additional Promoted Cultures for the rest of the game. From here several paths of reconquest lie open. Starting with 1.29 Manchu, we’ve decided that many conquest missions demand too many entire regions or areas, and we’ve instead opted for more lenient triggers. For example, Reforging Great Yuan requires the key provinces of Beijing and Xuanhua, but only requires 20 owned provinces in the North China region to progress to the next mission rather than the entire region. We feel this improves the flow of mission tree progression. The conquest of China naturally leads to the subjugation of Korea, and from there you are tasked with achieving what Genghis Khan never could: defeating the Japanese Shogun. If the Divine Wind does not strike again and you manage to directly own Kyoto, you’ll be rewarded with permanent claims on all of Japan as well as +1 Prestige for the rest of the game. Just like in the Tatar mission tree, the conquest of Central Asia leads to an invasion of Persia, which creates a new opportunity to restore the Ilkhanate as a March. Subjugating the Tatars and Defeating the Rus ends one branch of the mission tree, but the wetern campaign needn’t end here - you’ll be granted permanent claims on Poland and -15% Province Warscore Cost for the rest of the game, in the event that you wish to extend Mongol rule over all the world. If you succeed in truly restoring the Mongol Empire of old, the Pax Mongolica mission rewards a permanent National Unrest and Stability Cost reduction.

And now I hand you over to Groogy to talk about some of your favorite kind of changes, balance changes with numbers n' stuff!

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Hello Groogy here! Now it’s my turn to write down a bit. So since the area is getting a change over and the entire balance structure in the east being reshaped. I took the opportunity to have a look over the old Banners and their place in this new world. Their function has always been to give cheap strong units to a nation that doesn’t have a lot of money or manpower naturally. Though clever as you all are, you can always get around that so some tweaks were necessary.

Banners bonus discipline have been lowered to 5% from the massive 10%, they reinforce half as fast as normal units and we lowered the amount of banners you get per development. They also now use manpower but only 1/4th of normal units. So a full regiment of Banners costs only 250 manpower.

Because of these changes we removed their mercenaries-like status, meaning they won’t disappear if they take damage while at 0 strength anymore but will stay around. They also are 50% cheaper in maintenance.

The intent for the changes are to make Banners easier to get a big bunch of early in the game on your road to form Qing by making them cheaper and to stick around even after a disastrous battle. But that they don’t remain as the end-all units towards the end game. Still good, but not Space Marines on horseback.

That's it for today! Next week will be the last in our trilogy of Manchu dev diaries. We'll be focusing on Japan, Korea, and Central Asia, so stay tuned for more.
 
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I made some very modest adjustment example for Korea's NI.

Overall, it is focused on Defensive ability and internal prosperity.
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-Tradition
Land Force Limit +25%
Naval Morale +15%


Joseon had very large draftable manpower, but lacked political, economical, and ideological support to maintain large professionalized army, thus eventually fromed system that relies on wartime mobilization.

Thus, instead of buffing their development, simply granting force limit modifier will work farily well and is historically reasonable. (Current Development is historically inaccurate and is way too small. But raising it will make Korea to have too much tax income, which is not realistic and balanced.)

Meanwhile, maritime traidition from previous era's influence cannot be ignored. Although restriction of maritime trade by Ming brought some decline of Korea's naval tradition, Joseon maintained very significant naval power.

1. Enforce Hanguel
Institution Embracement Cost -10%

Hanguel has had already been published at the 1444 start, so first NI's name really should be renamed to enforcement of Hanguel use.

Tech Cost -5% is unbearable, yet Tech Cost -10% for first NI would be too powerful.

Instead this should be replace with Institution Embracement Cost, which has less impact, but significantly better than Tech Cost -5%

2. Geobuk
Defensiveness +20%
Ship Durability +5%


instead of Geobukseon, 2nd NI, should be extended to "Turtle" itself.

Expanding durability to 10% and leaving it as Turtle Ship do makes more sense, but this is borring and removes room for applying defensive nature of Joseon's military policy into NI. (We have only 7 slots.) In addition, with durability 10% combined with naval morale, now we gets Pirate Kingdom of Korea which is nonsense. So lets make it turtle.


3. Abolition of the Maternally Succeeded Servitude
Yearly Corruption -0.02

This was the one of the major reform that is done by predecessor of Se Jong. However Se Jong was forced to revert the reform that his father made, due to unfavorable reactionaries.

Servitude being determined by whether father is under servitude or not caused over expansion of tax evading landlords and became serious trouble, as population under servitude will continue to grow if servitude is determined Maternally - If Mother is under servitude, child is also under servitude.

Even King Se Jong was not able to retain the reformation, that servitude to be determined by whether father is under servitude or not, which can reduce population under servitude over time. (If women who is under servitude marries with free male, child is also free.)

However this is EU4. So we can have it as NI. IF Korea ever managed to expand reforms, this could been a #1 priority.

And ofc this discourages mega land-and-slave-lords formation, thus reduces corruption.

(In a nut shell, conditional Freedom of Womb.)


4.Daedong-beop and Currency Reform
Development Cost -10%

Daedong-beop is the reform that allowed Joseon to replace 'requisitions-based' taxation with semi-monetary taxations.

Because Joseon proclaimed the Confucian Agrigian Idyl as the National Agenda, government taxed people minimally and replaced taxation with requisitions. (Drafting local productions as tax) This was kind of similar to primitive form of communism.

However it caused serious decline of governmet income and, caused even more trouble by promoting mega-landlords who caused serious breakdown of tax system.

Also, this was the reason why Joseon had virtually no commerces (thus no currency), despite of its fairly large population and production, as everything was uncivilized planned economy.

Daedong-beop opend way of abolishing such disgusting problem by taking Rice as replacement of requisition-based tax, as Rice was acting like quasi-currency.

This allowed Joseon to eventually be able to introduce official currency and run currency based economy, though it took a time.

So, effect of this NI should be a Development Cost bonus

5. Soko-Beop
Discipline +5%

Joseon originally had Jin-Guan system which was based on standing military garrisions. However whole system got broken down due to rise of tax exampted mega landlords, which financially doomed Joseon. This caused Joseon to enact Jaeseungbangliak, which was military idea that is based on something like Themes but not having officers garrisoned. Instead officers was dispatched in case of war.

This, did not work well. It was total failure.

Eventually Joseon enacted Sok-o-Beop which is based on Fully Professional Central Standing Army in Capital and Standing-but-Irregular Army in Locals.

Since this restored Joseon's Military Power (at least temporarily) it should be a common Discipline bonus.

6. Little Mandate
Yearly Prestige Decay -1%

After Fall of Ming, Joseon proclaimed itself as "Little Mandate" or more academically, "Little China", to defy Qing's claim on Celestial Throne and proclaim diplomatic independence from Qing.

Historically this was merely the meaningless reactionary action, but this is EU4 and Joseon could actually become "Little China" in this game.

However effect should be not so useful Pretige bonus for Balance concerns.

7. The New Dawn of the Confucian Ideals
National Unrest -1

This is merely for a fun. But it do make sense too. If Joseon never became reactionary and embraced new civilization, Joseon could have proclaimed new Confucian Ideal, Modern and Civilized and Legitimate followers of Confucious.

Effect is of course Revolt Risk bonus.

Ambition
Manpower +25%

Manpower is always right.
 
#MakeBuryatiaGreatAgain

Also, any reason why Buryat culture is Evenki? The people are of Turkic origin and were Mongolized after the Mongols subjugated them in the 13th century.
At least the province culture of Altai Uriankhai should be changed to an Altaic culture and maybe the Tannu [Tuva] Uriankhai province as well. The name of the Altaic culture group originates from that province.
# Not my Buryatia

It's a pitty loose the one tag in the Easts Siberia land with some interation with the rest of the Asian world. The OPMs of Kamchatka make less sense in this situation. Plus the Temofeyekivk explorer of Russia become pointless.

Probably this change is better for the game in East-Asia region, but makes other region with little fan just a deadfield.
 
I know that's off topic (but not too far from the region that is being fixed), but why the Khanate of Kokand in the game is called Ferghana? The city of Ferghana was basically founded in 1876.
 
The devs have said many times that culture groups aren't equal to language groups.
They can overlap at times, but cultural closeness matters more. And so does intended behaviour.
It's the reasont hat Hungary isn't in the Finno-Ugric group anymore.
And the reason that Turkish was moved into the Levantine group.
A bit out of topic but in that sense Turkish was still lot more closer to Tatar group (Crimean especially) instead of Levantine. (By the way I don't mind it being Levantine as current system works that way regionally)
 
People are generally anachronistic towards culture groups in the game. Yes they are far from perfect but i am glad devs handle the matter much better than most people in here.
 
I haven't read through the first dev diary about this upcoming update, so excuse me if this has already been stated, but will it be possible again to make non-bordering nations into tributaries?

This change seriously harmed some nations because you could be stuck without expansion path if everyone around you became a Ming tributary without you being able to take on the behemoth yourself. In reality Ming was quite fond of establishing tributaries even as far away as Sri Lanka and India, besides previous dynasties even trying to enforce tributary status on the Majapahit empire and Javanese follow up states. While there needs to be a limit as to whom can be made into a tributary, so that there won't be things like Granada seeking security by kneeling before the emperor of China, having to border a nation is quite unrealistic.
It's also not the best thing to suffer such a harsh trust penalty when refusing tributary status, -15 trust pretty much means if you refuse once, they won't ever take a tributary offer without war. It's understandable for refusing to pay the demands, but it should only give an opinion malus and maybe a casus belli (which would only allow making the nation into a tributary and such) if you refuse the offer to become a tributary.

That aside, the changes announced so far do sound quite nice, I'm really looking forward to it, and hope that finally the Mandate of Heaven mechanic will stop being one of my most disliked additions to the game. ...now just to turn that "corruption from too many territories" into something more enjoyable.
 
Now there is a choice to make: follow in the footsteps of Genghis Khan and declare that all the tribes are one Mongol people.
If this occurs and all Oirat and Khalkha provinces were flipped to Mongol, does meeting with the khans still give tibet the option to put oirat or khalkha mongols on the throne despite them all now being mongols? If this occurs and all Oirat provinces were flipped to Mongol, and Mongolia then loses Qaraqorum to Ming or Qing, can Oirat Kalmyks later show up in Kuma despite all oirats being mongols?
 
That's the point though, France didn't absorb Britanny into France-Proper for centuries, Hungary ruled over Slovaks and Romanians for centuries yet still reeled from ethnic unrest, and Albanians were a thorn to control for everyone.

Turkish's position is justified only by gameplay. If the justification is that "it doesn't have to be about language, it's about closeness", then the Turkish culture should be closest to Persian since the Ottomans were a Persianate empire and Turkish has a lot of influence from Iranian as well. Turkish even used Persian script for its writing system at this point. Still, it's arbitrarily shoved into Levantine so it has an easier time eating Iraq and the Levant.

Or alternatively, you could Turkish in it's own group and give them free accepted-cultures via Mission-Tree/Events, as a few nations do now.
 
I haven't read through the first dev diary about this upcoming update, so excuse me if this has already been stated, but will it be possible again to make non-bordering nations into tributaries?

This change seriously harmed some nations because you could be stuck without expansion path if everyone around you became a Ming tributary without you being able to take on the behemoth yourself. In reality Ming was quite fond of establishing tributaries even as far away as Sri Lanka and India, besides previous dynasties even trying to enforce tributary status on the Majapahit empire and Javanese follow up states. While there needs to be a limit as to whom can be made into a tributary, so that there won't be things like Granada seeking security by kneeling before the emperor of China, having to border a nation is quite unrealistic.
It's also not the best thing to suffer such a harsh trust penalty when refusing tributary status, -15 trust pretty much means if you refuse once, they won't ever take a tributary offer without war. It's understandable for refusing to pay the demands, but it should only give an opinion malus and maybe a casus belli (which would only allow making the nation into a tributary and such) if you refuse the offer to become a tributary.

That aside, the changes announced so far do sound quite nice, I'm really looking forward to it, and hope that finally the Mandate of Heaven mechanic will stop being one of my most disliked additions to the game. ...now just to turn that "corruption from too many territories" into something more enjoyable.
It would be great if there is a "Send Treasure Fleet" decision for Chinese emperors. And establishing overseas tributaries could be tied to that decision somehow.

 
Buryats hardly amounted to unity. They occur with Oirats from one people who migrated from the East (Dauria), then from Mongolia. They were divided into tribes: Khoro, Bulagat, Ekhirit. Their location I pointed out in the proposal for Siberia.
Before their migration, the lands of Buryatia and Mongolia were inhabited by Turkic tribes, the remnants of the destroyed Uighur Confederation
Most of modern Buryatia was occupied by Tungus tribes.
 
Or alternatively, you could Turkish in it's own group and give them free accepted-cultures via Mission-Tree/Events, as a few nations do now.
In other words: Bosnian, Crimean(Tatar?). I actually have nice ideas for Ottoman mission tree to represent Islamization in Balkans and Trebizond. It is so great to see game is getting new mechanics. When they revisit majors(they always do), flavour always gets lot better. They will surely revisit middle east after european update.

By the way I don't mind Buryatia getting removed as Siberian tribes all should have small patch for themselves to increase gameplay value. Currently there are missing tribes but even if you add some more tags, those tags would be somewhat useless. How many people really try Siberian tags with current mechanics? They are very dull.
Buryats weren't really united as others also told.

I cannot wait to see Japanese updates, I feel like Tsushima Island is new province. And its strategically important for both Japan and Korea.
 
It is so great to see game is getting new mechanics.
Assuming you are referring to Jurchen flipping to Manchu and becoming part of the Chinese culture group, the thing is, it is not a new mechanic. All that happens is that the new Jurchen culture (in the evenki culture group ?) is changed to Manch culture. The same already happens when you form Rome and your main culture is changed to Roman, changing all provinces of that culture to Roman culture instead.

While I do love the feature and would love to see more culture flexibilty overall, it is not a new mechanic.

I do agree that something has to be done about Turkish culture being in the Levantine culture group. Same with the weird Carpathian culture group. Overall the culture system needs a rework in my opinion, by which there would be differently strong mali between different cultures instead of groups. For example, European cultures would have less acceptance problems with each others than European main culture with Asian or African cultures.

(Then again ... I would be so happy if EU4 had a population system so that minorities, both cultural and religious, could be represented...)
 
- Donghai can be divided: the southern part will be Udege, the Northern part will be the Orochi.
- Sakhalin into 2 parts: the Northern part of the Nivkh, the southern part Ainu.
- Hokkaido island-in ancient times it is an Jesso with Ainu culture. Ainu are not Mongoloid, but like the Europeans.
According to Witsen in 1680, the year in Hokkaido was not Japanese settlements. That's what he writes: The Japanese never explored Jesso thoroughly because of its range and size, and also because of the lack of food on the way. Ordinary people in Japan obviously don't know whether Jesso and Japan are Islands or not.

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