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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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I know it has been said earlier in this thread, but thank you for listening to the community and returning the +10% heavy ship combat ability to Spain. I think this will make a colonial strategy with Spain infinitely more enjoyable, as Spain can now build a good navy to defend its colonies.
 
Thanks for listening. Please remember to have a look to Catholic Faith in general. There is a reason why everyone, even Spain and Italy chose Protestantism over Catholicism in the Grandest Lan Event.

Italy chose it because the Pope excomunicated us day 1, allied up with all our neighbors and made it quite clear he was going to kill us. So seeing as we'd never be able to get any papal influence ever as long as he was around, we took the desicion that gave us another -10 yearly pope mana till the end of the game in exchange for some extra prestige. Add the 'conquered rome from the pope' modifier on top of that and we're at what...? Some -20 yearly papal authority or so?

The choice to swap was obvious.

We turned Rome protestant to spite him. We bought the PAP players drinks not 20 minutes before that. That's the entire reason why we abandoned catholisism.

Catholic is alright as long as there's not too many other catholics in Europe. Being curia controller is *super* powerful. Far more powerful than any of the combined prot, anglican or reformed bonuses.

Plus, the GLP was multiplayer. In multiplayer the two things that actually matter are how good are you at fighting... and how long can you fight. It's an entierly different ballgame.
 
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I also wonder why didn't Morocco get any decent military quality modifiers in NIs (edited)? All Maghreb could use a small facelift in terms of military quality so that there was no need to form Mamluks for extra +5% discipline.
 
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Andalucía is a current region of Spain. It’s more historical to call the new tag like
Al Andalus
 
Listen to the community is sort of up to interpretation. :confused:
They listen but they don't blindly add all user suggestions to the game. People are obviously going to be biased about how their own ideas are the greatest of course, and sometimes user suggestions do come with the "Dunning-Kruger effect" at times...

As an aside, nations formable in colonial areas should be on the stronger side IMO as they're tend to be quite lategame anyway. A few of the other formable nations should get a little bit of love like Peru as they have generic ideas currrently. Actually, Peru should really get something as they were formed from a spanish colony... ;)
 
Thanks for listening. Please remember to have a look to Catholic Faith in general. There is a reason why everyone, even Spain and Italy chose Protestantism over Catholicism in the Grandest Lan Event.

That will unfortunately have to wait to the more than likely HRE exapnsion that will go next. This is just an immersion pack
 
1) Spain is excessively OP with that Artillery Fire Modifier
2) saying that since it is the Spain patch it makes sense that Spain is OP is not an argument, since BALANCE should come first in any patch or DLC. Even if the last patches seem to be focused on the opposite.

Nor with this Artillery Fire Modifier reaches the height of France in terms of the level of the army, nor with the current naval ideas reaches the naval level of Great Britain.

Much of the development of the game had more ground force than France s. XVI to half XVII and more naval force than England s.XV to XVIII, so I do not think I do not think it is OP of Spain, but rather balance the game with the reality of the time.
 
They listen but they don't blindly add all user suggestions to the game. People are obviously going to be biased about how their own ideas are the greatest of course, and sometimes user suggestions do come with the "Dunning-Kruger effect" at times...

As an aside, nations formable in colonial areas should be on the stronger side IMO as they're tend to be quite lategame anyway. A few of the other formable nations should get a little bit of love like Peru as they have generic ideas currrently.

Biased? Listen?

*looks at reactions to Sweden's +100 cannons, established tiers in the game, promises made in previous DDs and the countless criticisms over the various mistakes and underwhelming changes made to multiple nations in the game*

*looks at how it was all completely ignored by the devs*

What? ._.
 
I will not be able to ever wrap my head around Morocco and the Barbary states getting 20% galley combat ability (not against it) but Portugal not getting heavy ship combat ability when they literally revolutionised the use of heavy ships and naval combat. Guess we have to wait.
It is seeming to me that Portugal just hasn't been as good with propaganda of historical accomplishments as others. I have seen people in the forum claim the English deserve tons of bonuses because they revolutionised naval combat by introducing the line of battle at sea, completely ignoring that the Portuguese had been using it for nearly a century in the Indian Ocean. But nevermind that, the "Portugal=lots of colonies and trade" meme is so much fun, right?
 
It is seeming to me that Portugal just hasn't been as good with propaganda of historical accomplishments as others. I have seen people in the forum claim the English deserve tons of bonuses because they revolutionised naval combat by introducing the line of battle at sea, completely ignoring that the Portuguese had been using it for nearly a century in the Indian Ocean. But nevermind that, the "Portugal=lots of colonies and trade" meme is so much fun, right?

Alvaro de Bazan at the Azores used line of battle at sea, destroying the french navy. ¿Who was first?
 
Alvaro de Bazan at the Azores used line of battle at sea, destroying the french navy. ¿Who was first?

"The first recorded mention of the use of a line of battle tactic is attested from 1500. The Instructions provided in 1500 by King Manuel I of Portugal to the commander of a fleet dispatched to the Indian Ocean suggests its use predated the written instructions. Portuguese fleets overseas deployed in line ahead, firing one broadside and then putting about in order to return and discharge the other, resolving battles by gunnery alone. In a treatise of 1555, The Art of War at Sea, Portuguese theorist on naval warfare and shipbuilding, Fernão de Oliveira, recognized that at sea, the Portuguese "fight at a distance, as if from walls and fortresses...". He recommended the single line ahead as the ideal combat formation.[2]"

From wikipedia ;)
 
Biased? Listen?

*looks at reactions to Sweden's +100 cannons, established tiers in the game, promises made in previous DDs and the countless criticisms over the various mistakes and underwhelming changes made to multiple nations in the game*

*looks at how it was all completely ignored by the devs*

What? ._.

Speaking of Sweden: in current meta it's one of the most OP nations in game.
1. Extremely powerful start with +20% infantry power, +5% discipline.
2. +20% manpower recovery, +10% manpower and +1 leader shock are also very nice
3. Swedish events that give tons of good modifiers until the end of the game. +50% possible mercenaries is one of the most powerful and valuable modifiers in game. Coupled with insane military quality and we have potentially the most powerful nation in game.
4. +1 possible policy. Now THIS is where it starts to look insane. Only selected few nations have +1 more possible military policy, but Sweden has access to +1 in each type. This means that Sweden can take 1 more extra military policy (for example +10% land morale) and literally compete with Prussia.
5. I won't even talk about flagship bonuses: it's literally a meme already =)
 
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Speaking of Sweden: in current meta it's one f the most OP nations in game.
1. Extremely powerful start with +20% infantry power, +5% discipline.
2. +20% manpower recovery, +10% manpower and +1 leader shock are also very nice
3. Swedish events that give tons of good modifiers until the end of the game. +50% possible mercenaries is one of the most powerful and valuable modifiers in game. Com
4. +1 possible policy. Now THIS is where it starts to look insane. Only selected few nations have +1 more possible military policy, but Sweden has access to +1 in each type. This means that Sweden can take 1 more extra military policy (for example +10% land morale) and literally compete with Prussia.
5. I won't even talk about flagship bonuses: it's literally a meme already =)

But Iberians are biased, right? ;)