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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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With the galley_poder = 0.2 bonus from Morocco and Tunisia and their alliance with the Ottomans, we already know who will reign in the Mediterranean ....

A benefit to be defined in galley_poder for the Catholic nations that intervened in the Battle of Lepanto (those with the largest and best galleys within Christian Europe) would partially countermeasure the Muslim Naval power of the Mediterranean.

However, I believe that the number of galleys that will have more this bonus will make it impossible to counteract the Muslim Naval power in the Mediterranean. From 1571 with the Christian victory in Lepanto the Ottoman fleet + allies ceased to be the absolute queen of the Mediterranean, the forces of Christians and Muslims were equated in terms of naval power.
 
I've never liked tolerance being behind first idea and not traditions in Granadan ideas, but now it is third. I suppose we will need to covert Iberia (the already conquered part, which will be like half of it) instead of waiting for tolerance.
Also all this minus piety in ideas... Legalism is better, so it's kind of a nerf to be honest. Also we get mysticism for Andalusia, that has tolerance of heathens?
 
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@neondt
I have a question about the goverment reforms, i thought it would be way more fitting to give north african states a special goverment form which give them the ablity to raid and maybe add light shipfight power and pricacy efficency aswell. That could free up a tradition space for something else. Also will there be special goverment reforms for the iberian nations, i at least assume there will be some after you added this idea in Dharma it would be nice to give them some nice unique reforms like the indian nations have.
 
@neondt @Groogy

POR_ideas = {
start = {

land_morale = 0.10 OR Infantry Combat Ability = 0.15
#Reconquista Spirit & Overseas Zeal, still lower than the Spanish boost; Portugal was a military state before it was ever a trade power and it's starting position prevents it from being a balance danger to other weaker powers in Europe. The infantry combat alternative suggestion is to compensate the discrepancy of how Portuguese cavalry is comparatively lackluster in the empire's construction;
heavy_ship_combat_ability = 0.15
#gives power boost to ships requested by Albuquerque; the Portuguese Navy stood out in history for its firepower early on, and the Spanish Armada included PT ships;
}

bonus = {
global_trade_power = 0.15 #end game shift to trade, a bit above Venice cause it's an Ambition idea, but still lower than Gujarat and Italy's boosts
}

trigger = {
tag = POR
}
free = yes #will be added at load.
---------------------------------------------------------------------------------------------------------------
legacy_of_the_navigator = { #Vanilla Text}
colonial_range = 0.3
naval_tradition = 1 #more apt than the sailor boost, in all honesty, considering the idea's context. We're also getting new coastal provinces so sailors won't be as scarce

afonsine_ordinances = { #Vanilla}

case_de_india = { #Vanilla Text
fort_defensiveness = 0.25 #Fort bonus requested by people right here : ) And it's still lower than France's.
trade_steering = 0.10
}

land_before_faith = { https://en.wikipedia.org/wiki/Race_and_ethnicity_in_Brazil#Miscegenation https://en.wikipedia.org/wiki/White_Brazilians#History
native_assimilation = 0.5 #lower than French boost, which also gives uprising reduction
global_colonial_growth = 10 #Vanilla Tier
#Encourage Miscegenation: Our settlers are first and foremost male adventurers from the mainland seeking new land and they have tended to marry natives from the many outposts we are forming along the coasts of Africa and Brazil. By passing legal and religious blessing of the marriage between natives and our own, we can bolster the population growth of our colonies.
}

the_bandeirantes = { #Vanilla} Note: Since Bandeirantes are now a mechanic for Portugal, maybe consider renaming this idea

royal_absolutism = {
yearly_absolutism = 0.1
build_cost = -0.1
#The Marquis of Pombal: Following the Earthquake of Lisbon in 1755, the Marquis of Pombal rebuilt the capital, destroyed the stranglehold of the church and nobles, brought Enlightenment to Portugal and instituted countless reforms. While there are still those who are his enemies, we will follow Pombal's lead for as long as we can and bring Portugal to the pre-industrial era;
}

open_up_the_guilds = { #VanillaText
production_efficiency = 0.1
}

If you took Texan ideas from the NI thread, you have absolutely no excuse.
 
I like mission tree and regional flavor events but I really hope there is something major you're hiding here because so far this DLC is looking as interesting as Third Rome or Res Publica
 
@neondt
I have a question about the goverment reforms, i thought it would be way more fitting to give north african states a special goverment form which give them the ablity to raid and maybe add light shipfight power and pricacy efficency aswell. That could free up a tradition space for something else. Also will there be special goverment reforms for the iberian nations, i at least assume there will be some after you added this idea in Dharma it would be nice to give them some nice unique reforms like the indian nations have.

Awesome idea! Morocco is lacking some navy tradition/navy morale/light ship combat ability. They need at least 1 more naval buff. At the moment they get +25% FL and 20% galley combat (which is most of the time useless, since u need heavies for the Streit of Gibraltar).
 
Probably to do with the fact then Basque were some of the best sailors and naval men in Europe prior to Portuguese expansionism. The Basque likely discovered and fished around Newfoundland, and were pivotal to the Castilian Navy (Lordship of Biscay) so I assume it links to this. They so have missions to reconquer the coast too

Basically this
 
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.

I know this might be interpreted as nitpicking, but spanish army forte was infantry (Tercios' heart was infantry), not artillery. Would it be possible to have a bonus (equal in magnitude and net effects to the artillery one) to infantry instead of a bonus to artillery?. My two cents.

Maybe you'd need to check then how it stacks with the modifier from the Age ability "Spanish Tercios", but stacking both might make Spain's infantry quite fearsome in the Age of Reform, as it was historically.
 
Guys, Artillery Fire isn't +1 pip, it's--

wait what the hell, the second +1 Artillery Fire only comes at MIL16. Are you seriously telling me Aragon and Spain will have double the strength of everyone else until tech 16?
 
I know this might be interpreted as nitpicking, but spanish army forte was infantry (Tercios' heart was infantry), not artillery. Would it be possible to have a bonus (equal in magnitude and net effects to the artillery one) to infantry instead of a bonus to artillery?. My two cents.

Maybe you'd need to check then how it stacks with the modifier from the Age ability "Spanish Tercios", but stacking both might make Spain's infantry quite fearsome in the Age of Reform, as it was historically.

+1 Fire has more sense, but artillery is good too.
 
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Navarre's ideas should definitely be reworked. The naval ideas have some relevance to the Basque merchant companies of Biscay and San Sebastian, but those were under the Castilian Crown. It makes no sense for Navarre. Their ideas should be more army, defensive, diplomatic (given that France repeatedly tried to aid the kingdom from the Castilians) and fort oriented, as they managed to maintain their independence for centuries since their inception and Navarre wasn't fully conquered by Castile, it continued to survive in Lower Navarre (https://en.wikipedia.org/wiki/Lower_Navarre) under France's protection and later incorporated into the kingdom itself. I have to say it is disappointing as well that Navarre didn't get an extra province such as Lower Navarre or Tudela, given this region will likely never be touched upon again for several patches.
 
Good to see you are acting on feedback - we know you are listening : - ). Artillery fire is interesting addition, makes a lot of sense for nations like Spain. These mission trees look really nice, these berber nations became much more interesting.

Rip increased coring cost... it was interesting tho ... as player that land felt really toxic ^^. It still is wrong culture / wrong religion ugly.

Castille having missionary str and Spain doesnt ? Don't know history that well.. maybe they did come to sense and reduce religious zeal post 1500s? Doubt it ..