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EU4 - Development Diary - 13th of November 2018

Welcome once more to another Tuesday development diary. This week I’m going to focus on content for the nations of the Maghreb, but I’ll also revisit Catholic Iberia towards the end.

morocco.png


Morocco’s mission tree leads the player on a military adventure across the world; you’ll lead your armies across the coast of the Maghreb, through the Sahara desert and into the rich empires of West Africa. The player now has much more agency over Morocco’s expansion southwards, with the Sudanese Expedition event now being tied to completing the ‘Saharan Route’ mission. Establishing a foothold in West Africa and establishing a new palace built with Portuguese ransom money will grant the powerful Black Guard modifier, giving Morocco +2.5% discipline for the rest of the game. Plundering the riches of Mali will also net you an impressive haul of gold to add to your treasury.

Looking northwards, Morocco must also sponsor pirates against the Iberian powers, and lead a raiding expedition to Iceland and beyond. Morocco will also be encouraged to create an overseas empire, focusing on Brazil, Colombia, and the Caribbean.

At long last, Morocco has a set of national ideas of its very own:

Code:
MOR_ideas = {
    start = {
        may_perform_slave_raid = yes
        naval_forcelimit_modifier = 0.25
    }
    bonus = {
        hostile_attrition = 1
    }
    trigger = {
        tag = MOR
    }
    free = yes
    mor_powerful_viziers = {
        same_culture_advisor_cost = -0.2
    }
    mor_marabouts = {
        idea_cost = -0.1
        monthly_piety = -0.001
    }
    trans_saharan_trade = {
        trade_efficiency = 0.1
        caravan_power = 0.2
    }
    mor_fleet = {
        galley_power = 0.2
    }
    mor_pirate_republics = {
        privateer_efficiency = 0.15
    }
    mor_slave_soldiers = {
        land_maintenance_modifier = -0.05
        cavalry_power = 0.1
    }
    mor_curb_power_of_the_tribes = {
        global_autonomy = -0.05
    }
}

mor_powerful_viziers:0 "Powerful Viziers"
 mor_powerful_viziers_desc:0 "Morocco's Viziers wield exceptional power within the state. Though undoubtedly effective at administering our nation, we must take care that they do not cultivate ambitions for even greater power."
 mor_marabouts:0 "Sufi Marabouts"
 mor_marabouts_desc:0 "Several groups of Sufi teachers have made Morocco their home. We must make sure that we accmodate these holy men, and take their teachings to heart."
 mor_pirate_republics:0 "Protect Pirate Republics"
 mor_pirate_republics_desc:0 "Made up of refugees and opportunists, a multitude of pirate settlements have sprung up on the Moroccan coast. We should take these pirates under our wing so that they may harass our enemies on the water."
 mor_fleet:0 "Defend the Coastline"
 mor_fleet_desc:0 "Morocco has many enemies that could launch an invasion from acrosss the sea. We must contruct a fleet large and powerful enough to repel foreign invaders whether they be Christian conquerors or Muslim corsairs."
 mor_slave_soldiers:0 "Slave Soldiers"
 mor_slave_soldiers_desc:0 "Unfortunately we cannot always trust our soldiers to serve us loyally. By creating an army of slaves however, loyalty ceases to be a relevant concern."
 mor_curb_power_of_the_tribes:0 "Curb Tribal Power"
 mor_curb_power_of_the_tribes_desc:0 "The nomadic tribes that travel across our lands are our nominal subjects, but also a regular source of discord and dissent. We must rein in their power and bring them firmly in line with the state's policies."

tunis.jpg


Tunis’ mission tree is somewhat pirate-themed. They will be encouraged to be the menace of the Mediterranean, occupying its islands and using them as a base to plunder the wealthy ports of Venice, Genoa, and Valencia. Establishing a sufficiently powerful privateering base on the Barbary Coast will attract the attention of one Hayreddin Barbarossa, who may come offering his services rather than as a conqueror.

Like Morocco, Tunis will also have greater control over its southward expansion. They must pacify the Berber tribes and seize control of the Saharan trade in order to open a path of conquest to West Africa.

Tunis too has earned its own national ideas:
Code:
TUN_ideas = {
    start = {
        may_perform_slave_raid = yes
        galley_power = 0.2
    }
    bonus = {
        naval_forcelimit_modifier = 0.25
    }
    trigger = {
        tag = TUN
    }
    free = yes
    tun_catalan_guard = {
        mercenary_discipline = 0.05
        infantry_power = 0.05
    }
    dual_diplomacy = {
        diplomatic_upkeep = 1
    }
    corsairs = {
        navy_tradition = 1
        privateer_efficiency = 0.10
    }
    tun_attract_foreign_pirates = {
        global_sailors_modifier = 0.25
    }
    tun_board_of_captains = {
        leader_naval_fire = 1
    }
    tun_export_monopolies = {
        global_own_trade_power = 0.2
        trade_efficiency = 0.05
    }
    tun_caliphate = {
        tolerance_own = 1
        monthly_piety = 0.001
    }
}

tun_catalan_guard:0 "Catalan Guard"
 tun_catalan_guard_desc:0 "We have hired a large contingent of Catalan mercenaries to protect the Sultan. As experienced soldiers with no stake in Tunisian politics, they can be relied upon to serve us loyally so long as we continue to pay them well."
 tun_attract_foreign_pirates:0 "Attract Foreign Pirates"
 tun_attract_foreign_pirates_desc:0 "It is not only ghazi, refugees, and fishermen who are attracted to piracy; the allure of profit can attract even our Christian enemies to the profession."
 tun_board_of_captains:0 "Board of Captains"
 tun_board_of_captains_desc:0 "The corsairs must no longer conduct their business in an unorganized and decentralized fashion. It is time to establish a state-led Board of Captains to organize and regulate pirate activity on our coast."
 tun_export_monopolies:0 "Export Monopolies"
 tun_export_monopolies_desc:0 "As the rural interior of our nation better integrates with the urban coast, more goods find their way into Tunisian ports. We must monopolize exports of these goods so that the profits benefit the state."
 tun_caliphate:0 "Tunisian Caliphate"
 tun_caliphate_desc:0 "Though the Sultans of Tunis have long styled themselves as Caliphs of Islam, this title has rarely been taken seriously by other Muslims. We must demonstrate our piety so that our brothers of the faith see us as a true Caliphate."

berber.jpg


We’ve loosened the requirements for forming Morocco and Tunis, which will make these mission trees more accessible to other nations in the region. We’ve also replaced some of the generic missions for Maghrebi nations, seen above. These missions will be free in the 1.28 ‘Spain’ update and available to all Maghrebi nations without unique missions.

andalusia.jpg


Here we have the mission tree for Granada and Andalusia, the White Phoenix. These missions are available in a reduced form for Granada, and for any nation that forms Andalucia.

Granada has a very difficult start; not only eyed hungrily by the Iberians, especially Castile, they must now contend with a looming disaster; in the Granadan War of Succession Yusuf V will attempt to seize the throne from the incompetent Sultan Muhammad IX of the Nasrid dynasty. Granada’s early missions will guide them through the difficult first years of the game.

If by some miracle you manage to secure Granada as a true regional power and restore the great Sultanate of Andalusia, the mission tree will expand significantly to reveal new paths of conquest and exploration. Along the way you’ll restore the Emirate of Sicily, restore the Great Mosque of Isbiliya, and beat back Christina rule all the way to France. Conquering the former Fatimid realm of Egypt will grant the opportunity to move the capital to Egypt and convert to the Shia faith, while exploring Africa and the New World will grant colonial bonuses as well the conquistador Mustafa Azemmouri, one of the few historical survivors of the doomed Narváez expedition.

And here's an idea set for Andalusia:

Code:
ADU_ideas = {
    start = {
        land_morale = 0.15
        global_ship_trade_power = 0.25
    }

    bonus = {
        global_trade_goods_size_modifier = 0.1
    }
 
    trigger = {
        tag = ADU
    }
    free = yes        #will be added at load.
 
    adu_stand_against_the_reconquista = {
        fire_damage_received = -0.15
    }
    adu_taifa_adminstration = {
        vassal_forcelimit_bonus = 1
    }
    adu_ahl_uhl_dhimma = {
            tolerance_heathen = 3
    }
    adu_legacy_of_ibn_arabi = {
        monthly_piety = -0.001
         idea_cost = -0.1
    }
    adu_jund_settlements = {
        global_manpower_modifier = 0.15
        core_creation = -0.15
    }
    adu_expeditionary_sentiment = {
        colonists = 1
    }
    adu_al_awasim = {
        defensiveness = 0.1
        rival_border_fort_maintenance = -0.25
    }
}

Let’s revisit Catholic Iberia briefly. We’ve been working on some new Dynamic Historical events for the region which weren’t ready for announcement last week. Here’s a taster:

pope.jpg

wool.png


We’ve revisited the national ideas of the Iberian nations following feedback and internal testing. The revised Castilian and Spanish ideas are displayed below:

Code:
SPA_ideas = {
    start = {
        land_morale = 0.15
        artillery_fire = 1
    }
 
    bonus = {
        discipline = 0.05
    }
 
    trigger = {
        tag = SPA
    }
    free = yes        #will be added at load.

    devout_catholisism = {
        papal_influence = 2
    }
    inter_caetera = {
        idea_claim_colonies = yes
        colonists = 1
    }
    gold_fleet = {
        naval_forcelimit = 0.25
    }
    spanish_armada = {
        heavy_ship_power = 0.1
        leader_naval_manuever = 1
    }
    spa_casa_de_contracion = {
        envoy_travel_time = -0.33
        global_tariffs = 0.15
    }
    spa_cortes = {
        possible_dip_policy = 1
    }
    siglo_de_oro = {
        prestige = 1
    }
}

CAS_ideas = {
    start = {
        land_morale = 0.15
        missionaries = 1
    }
    bonus = {
        global_colonial_growth = 25
    }
    trigger = {
        tag = CAS
    }
    free = yes        #will be added at load.
    the_reconquista = {
        army_tradition_decay = -0.01
    }
    spanish_inquisition = {
        global_missionary_strength = 0.02
    }
    cabildos = {
        production_efficiency = 0.1
    }
    inter_caetera = {
        idea_claim_colonies = yes
        colonists = 1
    }
    infantas = {
        diplomatic_reputation = 1
        heir_chance = 0.33
    }
    salamanca_scholars = {
        global_institution_spread = 0.1
    }
    nueva_planta = {
        global_autonomy = -0.05
    }
}


In addition, the following changes have been made to Navarra, Aragon, and the Berber group:

Code:
Aragon: Ambition changed to +1 artillery fire
Navarra: End of the Fueros idea changed to -25% Autonomy Change Cooldown
Berbers: Hostile Core Creation Cost tradition changed to -25% Naval Attrition

Lastly, just for fun here’s a set of national ideas for the great nation of Texas:

Code:
TEX_ideas = {
    start = {
       fire_damage_received = -0.1
        no_religion_penalty = yes
    }
    bonus = {
        land_morale = 0.15
    }
    trigger = {
        tag = TEX
    }
    free = yes
    lone_star_state = {
        prestige = 1
    }
    tex_revolution = {
        fire_damage = 0.1
    }
    cotton_plantations = {
        trade_goods_size_modifier = 0.1
    }
    vaqueros = {
        land_attrition = -0.1
        movement_speed = 0.15
    }
    tex_native_frontiers = {
        army_tradition_decay = -0.01
    }
    tejanos = {
        stability_cost_modifier = -0.15
    }
    adelsverin = {
        development_cost = -0.1
    }
}
lone_star_state:0 "Lone Star State"
 lone_star_state_desc:0 "Texas stands as an independent nation, priding itself on self-sufficiency and individualism."
 tex_revolution:0 "Texan Revolution"
 tex_revolution_desc:0 "We have fought hard for our independence, and we are prepared to fight to the death against any who would threaten our liberty."
 cotton_plantations:0 "Cotton Plantations"
 cotton_plantations_desc:0 "The fertile fields of Texas provide excellent land for cotton plantations; settlers, slaves, immigrants, and farmers come from far and wide to work the new lands. If we take advantage of this, we can export this valuable crop worldwide in no time."
 vaqueros:0 "Vaqueros"
 vaqueros_desc:0 "The Vaqueros are the mounted pastoral farmers of the Americas, and it is a lifestyle that has a special place in our culture. These 'cowboys' are hardy workmen, adapted to the lay of the land and skilled in horse riding. They take great pride in their skill in cattle and horse wrangling."
 tex_native_frontiers:0 "Frontier Nation"
 tex_native_frontiers_desc:0 "As a state on the frontier, we are confronted with dangerous Native American adversaries. If we are to keep our people safe, it is important to maintain an effective and mobile fighting force."
 tejanos:0 "Tejanos"
 tejanos_desc:0 "As a former province of Mexico, Texas has never fully abandoned its roots; Texas-Mexicans, or Tejanos, are very much integral to our state's vibrant culture, contributing no shortage of foods, music, language, and traditions."
 adelsverin:0 "Adelsverin"
 adelsverin_desc:0 "In the wake of unrest and revolutions in Europe, Germans flee to the new world en masse seeking stability and safety. The Mainzer Adelsverein will promote the establishment of German communities settling in Texas, as well as their integration into our nation."


Note from Groogy
So since bunch of people asked what Artillery Fire is, instead of answering every individual instance of where someone asked that I'm putting a summary here. The important part you need to know, it makes all cannons go more boom boom and make more damage.

Artillery Fire is a modifier that previously was only exclusive to tech. In fact all of the various tech weapon values are now available to the modifier system. The weapon technology value is part of the casualties equation and is applied multiplicatively. Very TL;DR and skipping some parts for the land combat formula is something like:

Code:
dmg = ((regiment pips + leader pips + dice - terrain) * regiment strength * discipline / military tactics) * weapon technology * combat ability

Where Weapon technology is where the Artillery Fire goes in if the regiment is artillery and it is in fact fire phase. Artillery Fire is a bit special because it is also used in naval combat, regardless of if it is shock phase or fire phase.
 
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Yeah, sorry, I edited my post afterwards to say precisely that. I think that would be nice but if the devs already think that adding a single province to Portugal is plenty, I can't imagine them going to the "trouble" of creating formable Hispanias specifically for the other Iberians.
If it were similar to Germany, I mean the formable country having the same ideas as the country that formed it I don't think it would be that difficult, isn't? By the way, the game does not allow to have 2 tags called Spain, am I wrong?
 
In my opinion, the whole debate on here on whether Portugal should be able to form Spain or not is beyond point and is getting us sidetracked. I am a very optimistic person so I hope next week will see the release of the DD where they actually show the deserved Portuguese ideas. I think meanwhile we should keep providing the devs with suggestions with good supporting historical facts.
Why would anyone really care if Portugal could form Spain? If not then they would have to do it so Mexico, Peru, Brazil, Chile, La Plata, and all other Iberian cultured nations cannot. I think most people want some good Portuguese ideas, as their current ones are awful. I remain hopeful they will be fixed as the devs did look into Castillian and Spanish ideas.
 
Why would anyone really care if Portugal could form Spain? If not then they would have to do it so Mexico, Peru, Brazil, Chile, La Plata, and all other Iberian cultured nations cannot. I think most people want some good Portuguese ideas, as their current ones are awful. I remain hopeful they will be fixed as the devs did look into Castillian and Spanish ideas.
That's what I said. The whole argument is nonsensical. If the devs really are listening as they say this should be addressed.
 
That's what I said. The whole argument is nonsensical. If the devs really are listening as they say this should be addressed.
Lets hope they fix the Portuguese ideas. If not I am not sure I will even purchase Golden Century. And I am aware that the ideas are part of the free update. They are looking over what we say and I assume this is months away so I hope they please fix Portuguese ideas some. They have horrible military and navy, and that is not a historical Portugal.
 
If it were similar to Germany, I mean the formable country having the same ideas as the country that formed it I don't think it would be that difficult, isn't? By the way, the game does not allow to have 2 tags called Spain, am I wrong?
I am pretty sure these days you can already choose to keep your ideas when tag switching. And no, I don't think you can have two separate tags with the same name, when creating custom nations or client states you get the "name already exists" error.
 
+1 artillery fire is a HUGE BOOST to the army and navies, like VERY HUGE, complaining about 10% heavy ship CA is pointless.
Also Spain has NEVER be a rich region by 1500 the PPP in milions of Italy was 11,550, the one in the Spain region was 4,495.
Yes you did a lot of colonies that's true and discovered America ( that was indeed discovered by an Italian explorer Cristoforo Colombo and named after another italian explorer, Americo Vespucci )

Your navies and armies after 1600 were just "meh" and before you already have the tercio's era modifier that is another HUGE boost to Spain.
Spain also do pretty well in the game already and had an awesome sets of ideas ( right now even better and OP )

Sweden GB and India right now are unmbalanced and super powerful, right now they are going to add Spain to the list and still you are complaining.

The army of Spanish land is considered to have been powerful until 1640.

In 1630 he massacred the supposedly best army of the land of Europe, the Swede, which made a Catholic country such as France intervene in the war of 30 years on the Protestant side.

And then I would not say meh either, there are countries that are not famous for their battles and they have 2 military ideas, others are for a period of 100 years and they have 5/6 military ideas.

And the navy never got bad, maybe once the Netherlands was lost, the army was less important, but the navy was not.

Before Trafalgar, there are quite a lot of battles at sea between Britain and Spain and although most of them were lost, they were not massacres. And just compete with that marina between 1780-1800, had its merit.

Tell me that another marina had in Europe better than the Spanish between 1700-1820, only the British and the French.

Spain has never been said to be rich, although in 1600, it was in per capita wealth above France or the German territories.
Anyway, in 1500 the richest region of Europe was Italy, which united a large population and a great wealth per inhabitant, although that if, divided into many countries.

Well, Colon would be Genoese, but most of the crew was Spanish, like the ships and the project, like the financing ...
This navigator was Spanish and was also important
https://en.wikipedia.org/wiki/Juan_de_la_Cosa

That said, if a country so poor and backward, was allowed to give jobs to Italians, Portuguese ... and make these trips and projects, it would not be so bad.
Why did not Genova or Venice do it?
 
I am pretty sure these days you can already choose to keep your ideas when tag switching. And no, I don't think you can have two separate tags with the same name, when creating custom nations or client states you get the "name already exists" error.
In that case, Hispania should be the name for the alternative/non historical Spain. What I meant with Germany is that this nations has no proper ideas, instead they are the ones from the nation that formed Germany and Hispania could be something similiar.
 
Yeah, sorry, I edited my post afterwards to say precisely that. I think that would be nice but if the devs already think that adding a single province to Portugal is plenty, I can't imagine them going to the "trouble" of creating formable Hispanias specifically for the other Iberians.

The fact the "Spain" could have been fromed from the union of any/all of the Iberian crowns, is one of the most interesting aspects of the period. There were plenty of oportunities where that could have happened in history, and it would be a fun meta-game for the player to experience those alternative history scenarios and fight for them. It just seems a huge wasted oportunity, that I can't really understand. This and the questionable map reworks and NIs (or the lack thereoff) make me very underwhelmed by this DLC.
 
The fact the "Spain" could have been fromed from the union of any/all of the Iberian crowns, is one of the most interesting aspects of the period. There were plenty of oportunities where that could have happened in history, and it would be a fun meta-game for the player to experience those alternative history scenarios and fight for them. It just seems a huge wasted oportunity, that I can't really understand. This and the questionable map reworks and NIs (or the lack thereoff) make me very underwhelmed by this DLC.
Have you seen my new proposal for Spain done along with @Thrudgelmir2333? We were making a new special goverment for Spain that could have even led to new alternative "Spains"
 
If it were similar to Germany, I mean the formable country having the same ideas as the country that formed it I don't think it would be that difficult, isn't? By the way, the game does not allow to have 2 tags called Spain, am I wrong?

For all I know, you can have all countries called "Spain", it's just a matter of localization in the files. The thing is you need separate tags, but you can have SPA, ESP, HIS, HSP, whatever is not being used. You then code the decisions in order to prevent one tag from being created if another already exists.
 
Haven't made a post in a long while but decided to come and write something about it.

I have to say I definetely agree with you. I mean, Battle of Diu was easily one of the most important in naval history in the entire period of history (during the game's timeframe), probably even more than Trafalgar, but since history is written by the winners (or English in this case), it had to be one of their engagments. Trafalgar only really changed history for England since it prevented an invasion, Battle of Diu changed the world since it opened trade routes which had been a Mameluk / Venetian / Ottoman monopoly before.

The Portuguese ships were the best of their time, there are many stories about them. One of them is Botafogo, one of the ships that broke the siege at Tunis. It was the most powerful ship ever built at the time.

https://en.wikipedia.org/wiki/Botafogo_(galleon)

Also, it isn't just about naval combat bonuses. When you see many bad nations no one ever heard of out there getting a +5% discipline bonus, while Portugal gets no military bonus, you know something is terribly wrong. Portuguese military had high and lows during this period, but you don't build one of the richest and biggest empires with shepards and fishermen. I don't think you people there at Paradox ever heard of great men like Afonso de Albuquerque. But I assure you that the people in Asia did, and feared him a lot back at the time. You don't get known as "the Great", "the Terrible", "the Caesar of the East", "the Lion of the Seas" or "the Portuguese Mars" just because it sounds cool.

We kept winning many great victories despite our numerical disadvantage against numerous enemies and even against western powers like Spain (during our War of Restoration for instance). But I guess giving some Indian nations or some regional backwater nation great ideas is more important than taking game balance / history in consideration.

Apart from giving better ideas to Portugal, you guys should really consider giving Portugal more provinces, specially near the coast if possible (so that Portuguese naval capacity is bigger). Right now it is a joke when compared with certain nations (and this has been a problem since EU2 at least, where ANY swedish player for example, could outnumber a Portuguese player all the time without even trying).

Forgive the wall of text, I bet many won't even bother reading it, but I really hope the devs change something in the game. I do not base myself on the simple fact I am portuguese by the way, I base myself on historical facts. If you search for them, you will reach the same conclusion.

Just another lil thing abt portuguese ships at these times:
In Asia (indian Ocean) the Portuguese ships were known as The Floating Castels.. Big as they were and provided with a lot connons.. The breech cannon got an improvement by the portuguese in these era and found in europe (ofc) africa and asia.
Even in Australian seas (as I said in the 6th November DD) and can be proved in the Peter Trickett's Book - Beyond Capricorn (Para Além de Capricórnio)
 

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I do not think history would have changed much, if there had been a Portuguese king.

I mean, here I read that Felipe II, if he was wanted because his mother was Portuguese and respected Portugal.

Curiously, Philip II is the hated king in the Netherlands, while his father Charles I is the beloved.

Of course, Carlos I was a native of the area and spoke his language. His son was raised in Spain, he did not speak his language, he was not of his culture and he was not a Protestant.

Beware, that Carlos I was not received with flowers in Castile, there was a civil mini-war.

If the king of Portugal had inherited the throne, or his son had done so, he would have had to put the capital in Toledo / Valladolid / Madrid, surely, and his son or grandson, would already be Castilian. In addition to being surrounded by many Castilian advisors.

Otherwise, Castilla, which was the most populated and strong kingdom, could have made another civil war.

This is what the story tells us. In the Netherlands, his king, Charles I, died, the problems.

In Portugal, it is true that there was more cultural or religious approach, but when things start to go wrong, problems also arise.

Finally, for my Castilla, Portugal, Aragon and Spain, they have a lot of history, as to make so much history fiction, and also, that the Portuguese themselves are telling you that it is not no. That They do not want.
 
I'd consider it a good thing if Prussia had some actual competitors at the very high end of land combat power specialized builds.

Sweden will still be 10% behind in morale while paying 50% more mil each month for it - with Prussia on average also having a higher mil mana income due to their +3. And that's without us bringing up the benefits of having Prussian Government or comparing the their respective splendor ability unlocks - but I think it's fairly obvious which one of the two is the stronger one there.
The best nation to be Prussia competitor is without a doubt Revolutionary France, just like it did historically...