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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.
 
Last edited:
Will the Berber raid mechanic still be the same? Could we get an automatic system like hunt pirates etc. Berber raids is funny in the first 50 years maybe but in the mid/late game its very annoying to click raid in every coast province from the New World, Europe, Africa and Asia.
 
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.

This is extremely interesting. If I understand correctly, this'll make Spanish artillery good in combat as soon as Spain forms i.e. tech 10, as opposed to 16 for all other nations, and it'll remain a huge advantage basically throughout the game. Have you thought this through?
 
This is extremely interesting. If I understand correctly, this'll make Spanish artillery good in combat as soon as Spain forms i.e. tech 10, as opposed to 16 for all other nations, and it'll remain a huge advantage basically throughout the game. Have you thought this through?

Artillery damage is still halved, regardless with this modifier or not. The point of it is to give a bit of a buff both on land and naval. I think I calculated +1 in the end game result to something like 12% increase of damage overall on land.
 
While I appreciate changing horrible ideas into horrible ideas, I don't think this is what people wanted. I'm impressed how stalwart you are about giving Spain worse ideas than Castille, though.

That sweet travel envoy time though... And Nueva Planta being a Castillian idea and not Spanish also makes sense. In a way I'm glad they didn't touch portuguese NIs.
 
Artillery damage is still halved, regardless with this modifier or not. The point of it is to give a bit of a buff both on land and naval. I think I calculated +1 in the end game result to something like 12% increase of damage overall on land.

??? :confused:

Land and Naval? What the....? Instead of a simple artillery combat boost?

Why didn't you just give it a flagship mod that doesn't get completely overshadowed by +100 cannons?
 
Since you seem reluctant to address this issue in all of the DD, I’ll ask this clearly.

Why does Navarra still have naval traditions while at start does not have any coastline??
E106D6AE-B736-4ABD-873A-727972D5FEB3.jpeg

This is getting ridiculous, since at start Navarra does not have any traditions. Because without a coastline it’s the same as not having them.

By the way, Morocco has one tradition if you do not own Mare Nostrum (although this issue has been around for ages).
 
Since you seem reluctant to address this issue in all of the DD, I’ll ask this clearly.

Why does Navarra still have naval traditions while at start does not have any coastline??
View attachment 417169
This is getting ridiculous, since at start Navarra does not have any traditions. Because without a coastline it’s the same as not having them.

By the way, Morocco has one tradition if you do not own Mare Nostrum (although this issue has been around for ages).

And Portuguese starting traditions are still for some reason focused on trade instead of land combat even though early Portugal was mainly a military state and it only became a trade juggernaut after Vasco da Gama.
 
Will Navarra's starting traditions get an overhaul? They're currently exclusively naval-oriented but they're losing their coastline for this patch.

Code:
NAV_ideas = {
    start = {
        naval_forcelimit_modifier = 0.2
        light_ship_cost = -0.20
    }
    bonus = {
        trade_efficiency = 0.1
    }
    trigger = {
        tag = NAV
    }
    free = yes

    dorretxeak_towers = {
        defensiveness = 0.1
    }
    navarrese_company = {
        merc_maintenance_modifier = -0.15
    }
    intrepid_pioneers = {
        global_colonial_growth = 20
    }
    transatlantic_whaling = {
        production_efficiency = 0.1
    }
    crosspyrenean_trade = {
        global_institution_spread = 0.05
        trade_steering = 0.25
    }
    royal_basque_society = {
        idea_cost = -0.1
    }
    end_of_fueros = {
        stability_cost_modifier = -0.10
    }
}
 
Artillery damage is still halved, regardless with this modifier or not. The point of it is to give a bit of a buff both on land and naval. I think I calculated +1 in the end game result to something like 12% increase of damage overall on land.

Ignoring the shock phase, +1 artillery fire is equivalent to +100% artillery combat ability until miltech 13, +70% at 13-15, +40% at 16-21, +20% at 22-24, +15% at 25-31 and +12% at 32. The largest artillery combat ability bonus currently in the game is +10%.
 
Probably meant for converting Iberia. If you want to follow history and convert Spanish lowlands it might want you to just take religious ideas
That's a grand total 4 provinces that will be converted before Castille even has a chance to unlock the second idea. Unless half of Iberia is Muslim now, which I wouldn't be surprised to see, given the quality of the "features" they churn out.
Ignoring the shock phase, +1 artillery fire is equivalent to +100% artillery combat ability until miltech 13, +70% at 13-15, +40% at 16-21, +20% at 22-24, +15% at 25-31 and +12% at 32. The largest artillery combat ability bonus currently in the game is +10%.
Ok, so this is the single point of those ideas that is not designed to be bottom-tier, I guess.
 
Artillery damage is still halved, regardless with this modifier or not. The point of it is to give a bit of a buff both on land and naval. I think I calculated +1 in the end game result to something like 12% increase of damage overall on land.
12% in the end game, but maybe too big of a bonus in mid game? Artillery is considered to be quite good from tech 16, with a bonus to artillery fire which makes it 2.4. Bur Spain gets 3.4 there and It's 41.7% more damage for artillery in fire phase. And if I remember correctly, horse artillery was nerfed being too good...
 
Yay, finally some love for Spain.

I really hope that next on the list are the ones who have not got much overhaul so far.

You can guess it, I speak about Austria.:D

Especially a Burgundy and Spain throne mission would be awesome like Poland has so one finally does not need to rely on blind luck to inherit Burgundy but can push for it.
 
Ignoring the shock phase, +1 artillery fire is equivalent to +100% artillery combat ability until miltech 13, +70% at 13-15, +40% at 16-21, +20% at 22-24, +15% at 25-31 and +12% at 32. The largest artillery combat ability bonus currently in the game is +10%.
Will Navarra's starting traditions get an overhaul? They're currently exclusively naval-oriented but they're losing their coastline for this patch.

Code:
NAV_ideas = {
    start = {
        naval_forcelimit_modifier = 0.2
        light_ship_cost = -0.20
    }
    bonus = {
        trade_efficiency = 0.1
    }
    trigger = {
        tag = NAV
    }
    free = yes

    dorretxeak_towers = {
        defensiveness = 0.1
    }
    navarrese_company = {
        merc_maintenance_modifier = -0.15
    }
    intrepid_pioneers = {
        global_colonial_growth = 20
    }
    transatlantic_whaling = {
        production_efficiency = 0.1
    }
    crosspyrenean_trade = {
        global_institution_spread = 0.05
        trade_steering = 0.25
    }
    royal_basque_society = {
        idea_cost = -0.1
    }
    end_of_fueros = {
        stability_cost_modifier = -0.10
    }
}



>.<* .................

This is a lot of bad stuff.