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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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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.
Great post. There have been complaints about the terrible Portuguese ideas for years, for PDX to completely ignore them in the Iberian DLC, not even a word to justify themselves, is frankly insulting.
 
That is a powerful bonus. When you form Spain you will have +100% artillery combat ability (until tech 13) which will decrease until it reaches +12% at the final military tech (32). The most powerful bonus in artillery is +10% combat ability.

The Spanish +1 Artillery Fire bonus is actually the strongest artillery bonus in the game.


The first cast iron cannons were invented by the English, they had more firepower in their ships with lighter guns, cast iron was a state secret and the English enjoyed this advantage for many years,so the +1 artillery fire bonus has more sense for english than for spanish
 
The first cast iron cannons were invented by the English, they had more firepower in their ships with lighter guns, cast iron was a state secret and the English enjoyed this advantage for many years,so the +1 artillery fire bonus has more sense for english than for spanish
Time to give Britain better bonuses then :)
 
I didn't think Portugal needs military ideas because they can growth very quickly and is ally with Castille and england, and also has missions to own a personal union with Castille. They can growth untill they think its time to became Spain and be more military. Think that if Juana beats Isabel in castillian sucession war, Spain Will be pu between castille-portugal and not castille-aragon
 
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That is a powerful bonus. When you form Spain you will have +100% artillery combat ability (until tech 13) which will decrease until it reaches +12% at the final military tech (32). The most powerful bonus in artillery is +10% combat ability.

The Spanish +1 Artillery Fire bonus is actually the strongest artillery bonus in the game.

Well, that idea was before in Castilla.

I do not know, there has been a change of course, some of us asked to put the discipline up and give generals / strong advisors (historical figures) between 1490-1600.

And now they leave the discipline where it was, but they give Spain this powerful idea.

And Castilla, who was more military now, is less. I do not finish this.
 
Not convinced with the NI, also when other countries have lot of bonus.Here a few suggestions for tree missions,tradegoods,terrain types,NI etc..


Spanish Missions tree

-Union de Armas (this one after complete the mission of unification of Iberian Peninsula) make this mission give you revolts and penalty in stability,if you manage the situation you get a bonus getting more manpower and taxes reducing autonomy or raising absolutism or how devs thinks its better

-Decreto de nueva planta (dont need portugal for this mission,you can do after integrate aragon) the same than last mission,bonus for centralizte your country,and lot of revolts and penalty in stability

-Participate in the 30 years WAR in the cahtolic side,for this mission the requisites can be,be SIR emperor or have same dinasty than SIR emperor,also SIR must be catholic,if not then you can join catholic faction and fight against the protestant emperor SIR

-Protect mediterranean from berberisc pirates: Objectives will be capturing Oran and other pirate bases like it happened in real history

-Fight the ottomans in the mediterranean: Try to destroy naval otoman power,create the liga santa for simulate the lepanto battle will be welcomed,also otoman empire can have missions in their tree for steal trade,capture slaves and fight against christians in the Mediterranean

- 80 years war: Subjugate the nehterlands rebels,they can be financed by france and england also in english and france tree they can have missions like help netehrlands get their independence,nehterlands can have a mission for get their independence


Spain terrain types and tradegoods

Valencia: Farmlands,Silk -Reason of change to farmland is because valencia is divided in 2 provinces,so one of them can simulate the "huerta de valencia" https://en.wikipedia.org/wiki/Horta_of_Valencia

Xativa: Drylands, Glassware or Paper

Alicante: Drylands, salt

Cordoba: Drylands, Copper

La mancha: Drylands, Livestock

Extremadura: Grassland, Livestock

I changed unreal gold mine in la mancha (they had mercury mine) for real copper mine in Cordoba,also livestock represents better the tradegoods of la mancha,also changed wine in alicante for salt because "salinas off torrevieja" are very ancient and still today they continue producing salt

Spain Ideas


Traditions:

+2 Yearly papal influence

+15% Morale of armies

Spanish Inquisition

+2% Missionary strength

+1 Missionary

Spanish Tercios

+15% Infantry combat ability

+5% Discipline

Inter Caetera

Can fabricate claims on any overseas province, provided it is overseas for its owner

+1 Colonist

Treasure Fleet

+10% Provincial trade power modifier

+15% Global tariffs

Grande y felicísima armada

+5% National sailors modifier

+10% Heavy ship combat ability

naval_forcelimit = 0.25

Casa de contratación

+25 Global settler increase

Siglo de Oro

+1 Yearly prestige

Ambition:

-5% Autonomy change


Castillan Ideas

Traditions:

-5% Development cost

+2 Yearly papal influence

The Reconquista

+15% Morale of armies

+2% Missionary strength

Atlantic ventures

+1 Colonist

+1 Naval leader maneuver

Mudéjar revolts

−10% Culture conversion cost

+1 Missionary

Concejo de la Mesta

+10% Trade effciency

Salamanca Scholars

-5% Idea cost

Fueros castellanos

-5 Years of separatism

+5% Administrative efficiency

Infantas

+1 Diplomatic reputation

+33% Heir chance

Ambition:

-1% Army tradition decay
Oh look! someone posted a decent suggestion! could you one for portugal so maybe the devs have something to work with?
 
I'm pretty sure the devs are saving a dev diary just for Portugal changes. Right...? Otherwise the only update to Portugal - new province- is very underwhelming.
Well, let's hope for that. Nevertheless, seeing the outcome of previous DD:s we shouldn't really hope too much. But more powerful naval ideas for Portugal would be a pleasant surprise. It's been echoed Before in the forums: but please make Portugese NI:s aquivalent of the naval powerhouse they actually were in the 1500's.
 
I see Pirineo is now Huesca and Extremedura is now Caceres (?), but God do I hope that won't be the end of the Iberian map updates/changes, because when you compare the changes to the Indian and even Central America ones, it just seems like there wasn't any real love in this update, just some halfhearted update to stop the moaning (which seems only made it worse).

The DLC overall seems really bad to say the least. Some click and forget modifiers, culture conversion plus (probably use it like once), gimmicky ships and some lackluster unambitous mission (especially compared to Britain). So far I can't really justify paying more for this than I would for a unit pack since these features kinda suck and I can get better missions from some mods. If I follow trends correctly we have reached more or less the halfway point in the total number of dev diaries before release and it has all just been infuriating filler nonsense IMO, so I hope that the complaints will finally be addressed and add some meat to these damn bones! I was so excited for Iberia, but right now I am just appalled and disappointed and this is exactly a step in the opposite directions for ImPacks. Button Clicks are not immersive or fun.

P.S. It seems the general consensus is (and I agree):
-British ships OP, please nerf (or buff Spain and Portugal and Netherlands a lot)
-Spain should be able to at least contend with France on land
-Portuguese NIs really, really suck

P.P.S. I would like to see something done with the Burgundian Inheritance, or at least fix the A Very Strategic Marriage event (I saw somewhere it requires Austria to inherit through marriage which is almost impossible).
 
Paradox logic in a nutshell:

I'm not kidding, all those modifiers are in Carib ideas, check yourself if you dont believe me.
Also, Carib gets an adittional Colonist while Portugal gets just a merchant (as if they didnt easily get +7 without trade ideas anyway).
Im not criticising this aspect though, i understand why carib needs and deserves one colonist and I dont think Portugal needs another colonist at all, their colonial game is perfectly fine as it is, but its just a funny little detail of how some (most) backwater primitive tribes have vastly superior ideas to a "Tier 1" nation.
 
I didn't think Portugal needs military ideas because they can growth very quickly and is ally with Castille and england, and also has missions to own a personal union with Castille. They can growth untill they think its time to became Spain and be more military

Why would Portugal want to become Spain? The Spanish ideal was always a Castilian Idea to keep other Iberian people's subjugated. The "Create Spain" idea should not even be available to Portugal, or at the very worst instead of Spain, Portugal should be able to create Hispania. Otherwise it's like giving France the oportunity to create Great Britain, after all, English were Normans/French once. A complete non-sense.

I would also get rid of the "historical friends" with Castile. I mean, Afonso V warred several times for the Castilian throne. And the idea of "friendship" to Spain was like, "Portugal sends all money to Madrid and troops to help against rebels in Catalonia while Portuguese colonies in Africa/Asia are lost to the Dutch & co with barely any resistance being given". Not exactly the "friendship" one would want.

The first Spanish king that ruled Portugal (Filipe II of Spain, Filipe I in Portugal), actually respected the Portuguese crown (his mother was Portuguese for instance), but his sucessors didn't care at all, most of the times leaving the affairs into their ministers who never saw Portugal as an independent identity. The cortes in Portugal had agreed to "2 countries, 1 king", not to "1 king and 1 country".

Not to mention that in more than one ocassion Spain decided to attack Portugal. War of Oranges or the Fantastic War for instance. Paradox has a great definition of "Friendship".

Time to give Britain better bonuses then :)

I will quote something to answer your proposal regarding Iron cannons.

"In 1543 an English parson, working on a royal comission from Henry VIII, perfected a method for casting reasonably safe, operationally efficient cannons of iron. The Nature of the breakthrough in production technology is unclear, but it probably involved larger furnaces and a more efficient organization of resources. Cast-iron cannons were significantly heavier and bulkier than bronze guns firing the same weight of ball. Unlike bronze cannons, they were prone to internal corrosion. Moreover, when they failed, they did not tear and rupture like bronze guns but burst into fragments like a bomb. They possessed, however, the overwhelming advantage of costing only about one-third as much. This gave the English, who alone mastered the process until well into the 17th century, a significant commercial advantage by enabling them to arm large number of ships. The Mediterranean nations were unable to cast significant quantities of iron artillery until well into the 19th century"

Iron cannons were not superior to Bronze cannons. The only advantage to the English was that they could arm many more ships but with some serious disadvantages. The problem with Bronze was that it was expensive, with 2/3 of the (copper) production being located in Sweden and Japan. Japan being far away, Sweden was definetely the main European supplier of copper for Bronze. Sweden already has a really big production bonus for copper in one of their provinces and if you wanted to add a bonus to England you would add a bigger naval limit / cost reduction for ships modifier (or even one cost reduction modifier for artillery or maybe even a mix of the ones regarding ships and artilery).
 
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I didn't think Portugal needs military ideas because they can growth very quickly and is ally with Castille and england, and also has missions to own a personal union with Castille. They can growth untill they think its time to became Spain and be more military. Think that if Juana beats Isabel in castillian sucession war, Spain Will be pu between castille-portugal and not castille-aragon
I'd rather give British ideas another land quality modifier and nerf their god-tier fleet proportionally to discourage players from doing trash without real consequences.
 
I will quote something to answer your question regarding Iron cannons.
Thanks for the helpful post about the information.

I wasn't actually serious about my suggestion and did it to highlight of what kind of other wrongdoing could be done on the sea.