• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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:
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.

The 4th policy has something of a diminishing return because you're always going to pick 3 more powerful policies ahead of the first. Having an additional policy means you're going to have the 4th best policy as an advantage over others, but then you're also spending 50% more mana than everyone else to maintain that advantage.

You're litterally never going to be running 12 policies as Sweden. It'll never be worth the mana expense, even if you somehow managed to pick enough ideas to unlock four policies of each kind that actually justify the expense.

Oh, the Prussians based their army on the Swedish army, it's not unreasonable for the two be competetive.
 
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
 
Last edited:
I was hoping for a new Maghreb formable tag in this area (maybe two, actually, with Berber able to form Tamazgha instead just like we have two different Indian Empires, though the name Tamazgha is fairly recent).
I'm glad to see the region get some love, though.
 
The 4th policy has something of a diminishing return because you're always going to pick 3 more powerful policies ahead of the first. Having an additional policy means you're going to have the 4th best policy as an advantage over others, but then you're also spending 50% more mana than everyone else to maintain that advantage.

You're litterally never going to be running 12 policies as Sweden. It'll never be worth the mana expense, even if you somehow managed to pick enough ideas to unlock four policies of each kind that actually justify the expense.

Oh, the Prussians based their army on the Swedish army, it's not unreasonable for the two be competetive.
Look how it works in MP:
player takes these idea sets:
  • Quality
  • Economic
  • Offensive
  • innovative

To get +5% discipline, +10 artillery power and +20% infantry power

However a Swedish player may take Religious next and get extra 10% morale and 5% morale recovery. Then again, taking quantity will allow a player to swap that idea for extra siege anbility and morale as well. While not as strong as direct buff of +10% morale into NIs, it's still a lot.
 
However a Swedish player may take Religious next and get extra 10% morale and 5% morale recovery. Then again, taking quantity will allow a player to swap that idea for extra siege anbility and morale as well. While not as strong as direct buff of +10% morale into NIs, it's still a lot.

I'd consider it a good thing if Prussia had some actual competitors at the very high end of land combat power specialized builds.

Sweden will still be 10% behind in morale while paying 50% more mil each month for it - with Prussia on average also having a higher mil mana income due to their +3. And that's without us bringing up the benefits of having Prussian Government or comparing the their respective splendor ability unlocks - but I think it's fairly obvious which one of the two is the stronger one there.
 
"The 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 ;)
Exactly this
 
I congratulate you for putting the mesta and the merino sheep.

I already said the mesta he put missions and pros and cons.

But hey, little by little, in a future EU V, you can expand the theme of the Mesta.

I think that the New Plant Decree can be added to events.

Then I do not understand why if you put 3 military ideas to Castilla and 2 to Spain, now you change it.

The plus of the cannons, which was Castile, I do not know if it will be historic in the navy but I already say that on land it does not sound much to me.

I think that since you have so many people that can collaborate, you could ask for a brainstorming on certain facts that interest you: ideas, missions, events ... What I mean, if you see Portugal Commercial and not military, then the event forum or commercial missions. To not waste time.

I am partly grateful because I see that some of my suggestions have been and are collected (in part or not as I would like 100%), but I would like you to say: We are willing to modify or work on this point, or on this another, and we accept suggestions ... but specifying the base of yours on which you work.

In short, we thank the Mesta and the Merino sheep.

I Castilla, if you had not closed 100% if I think you can modify any idea.

Greetings.
 
Has anyone think about an andalusia full mysticism shia defender of the faith being a republic with defensive and plutocratic ideas? +65 morale :rolleyes:

Also i hope tercios apeared as a especial unit as jannisaries, they beat swedens in nordlinglen, so Spain must be in mid game better than France and military equal to sweden
 
Last edited:
dmg = ((regiment pips + leader pips + dice - terrain) * regiment strength * discipline / military tactics) * weapon technology * combat ability
@Groogy I assume that's the damage dealt by the attacker due to terrain being in. The military tactics then presumably are those of the opponents, since otherwise it doesn't make sense as if it was yours then you'd deal less as it goes up.
 
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.

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.
 
Nobody sees well that they change the Portuguese plus of the age of discovey.

Instead of the +50 colonists, to another that is called Portuguese conquerors and that of plus to the army and marine.

The problem is that in that first age, it usually does not last more than 50 years.

We should also look at the bonuses of the Portuguese missions, maybe there are surprises.

Or the events. You could list sailors and conquerors to appear in the game.
 
Seeing you guys are listening feedback is really nice(dynamic historical events and Spain NIs). Also i really like seeing monthly piety modifiers in NIs as a historical flavor. Putting aside balance issues of brand new artillery fire modifier or Portuguese NIs, i really don't understand why you guys removed hostile core creation from Berbers. Shouldn't they harder to conquer?
 
Seeing you guys are listening feedback is really nice(dynamic historical events and Spain NIs). Also i really like seeing monthly piety modifiers in NIs as a historical flavor. Putting aside balance issues of brand new artillery fire modifier or Portuguese NIs, i really don't understand why you guys removed hostile core creation from Berbers. Shouldn't they harder to conquer?

We didn't feel like it was a fun modifier. It can be a major annoyance to the player and as a nation with this modifier in your national ideas it feels like a wasted slot. The Maghrebi nations are also stronger now, so they can put up more of a fight on both land and sea against the Iberians in the early game. Additionally, in our overnights (and I think most players will have seen the same thing) Iberian AI nations tend to eventually conquer the Maghreb regardless. We may find a new way to create a mechanical deterrent at some point in the future, but for 1.28 we felt the best thing to do was simply replace the modifier.
 
The plus of the cannons, which was Castile, I do not know if it will be historic in the navy but I already say that on land it does not sound much to me.

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.
 
  • 1Like
Reactions:
We didn't feel like it was a fun modifier. It can be a major annoyance to the player and as a nation with this modifier in your national ideas it feels like a wasted slot. The Maghrebi nations are also stronger now, so they can put up more of a fight on both land and sea against the Iberians in the early game. Additionally, in our overnights (and I think most players will have seen the same thing) Iberian AI nations tend to eventually conquer the Maghreb regardless. We may find a new way to create a mechanical deterrent at some point in the future, but for 1.28 we felt the best thing to do was simply replace the modifier.

Would be great if Magrebi nations could punch a tiiiiny bit harder :)
For example, you could add some "elemental damage and resistances modifiers" (shock_damage and/or fire_damage_received) to Moroccan and Tunisian NIs.

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.
Bengali +15% backrow_artillery_damage is stronger than +10% artillery_power.
 
Last edited by a moderator:
We didn't feel like it was a fun modifier. It can be a major annoyance to the player and as a nation with this modifier in your national ideas it feels like a wasted slot. The Maghrebi nations are also stronger now, so they can put up more of a fight on both land and sea against the Iberians in the early game. Additionally, in our overnights (and I think most players will have seen the same thing) Iberian AI nations tend to eventually conquer the Maghreb regardless. We may find a new way to create a mechanical deterrent at some point in the future, but for 1.28 we felt the best thing to do was simply replace the modifier.

Why have the problems so far pointed out more unanimously than just that not been addressed other than Spain's NIs, either by new DD or by dev posts? And why is there no comment on weather or not they 'will' be addressed until after everyone is left here boiling for a week over it, if ever?
 
We didn't feel like it was a fun modifier. It can be a major annoyance to the player and as a nation with this modifier in your national ideas it feels like a wasted slot. The Maghrebi nations are also stronger now, so they can put up more of a fight on both land and sea against the Iberians in the early game. Additionally, in our overnights (and I think most players will have seen the same thing) Iberian AI nations tend to eventually conquer the Maghreb regardless. We may find a new way to create a mechanical deterrent at some point in the future, but for 1.28 we felt the best thing to do was simply replace the modifier.

Which stands to say that you did not fix the problem. You have Spain more military bonuses, you gave Maghreb some resemblance of an army and the most powerful bonus of -25% naval attrition (soooo good! Way better than the modifier that kept them alive!). This is kind of worsening the problem. I don’t want to get the impression that you don’t care...
All of that only because “the more you conquer the more you have fun”...