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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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You should really. REALLY, go and get some history lessons.
Spanish army was not as great after 1640, but no so bad either, defeating english and french armies (it was the first army to defeat the napoleonic one in battle, BTW). The spanish navy was the most serious contender of the english, and the one that inflcited the english one its most severe defeats in the whole period (see Blas de Lezo, Córdova, etc.).


+1 artillery fire is a HUGE BOOST to the army and navies, like VERY HUGE, complaining about 10% heavy ship CA is pointless.
Also Spain has NEVER be a rich region by 1500 the PPP in milions of Italy was 11,550, the one in the Spain region was 4,495.
Yes you did a lot of colonies that's true and discovered America ( that was indeed discovered by an Italian explorer Cristoforo Colombo and named after another italian explorer, Americo Vespucci )

Your navies and armies after 1600 were just "meh" and before you already have the tercio's era modifier that is another HUGE boost to Spain.
Spain also do pretty well in the game already and had an awesome sets of ideas ( right now even better and OP )

Sweden GB and India right now are unmbalanced and super powerful, right now they are going to add Spain to the list and still you are complaining.
 
As Renaissance New Monarchs, Isabella and Ferdinand centralised royal power at the expense of local nobility, and the word España, whose root is the ancient name Hispania, began to be commonly used to designate the whole of the two kingdoms. With their wide-ranging political, legal, religious and military reforms, Spain emerged as the first world power.

https://en.wikipedia.org/wiki/Spain

Commonly, but not in legal terms. The kings were of Castille, León, galicia, Aragón, Valencia.... But never of Spain. Also aragonese conserv their laws frontiers, taxes and coins, they even no send troops for the imperial campaigns of the Austria kings. It was not the spanish but the castillian empire in fact untill felipe V, even being the two kingdoms llegally equals. Also Castille steals Nápoles to aragon and sent castillian vicerroys.
 
So nice to see some expansion in the Mahgreb. But maybe..
I've been hoping for a Kilwan Mission set cause they are a fun nation to play, and everyone forgets east africa exists.
My mission ideas were:
Invade Somalia (Kilwa owns five provinces in the Horn of Africa region)
Conquer Madagascar (Obvious)
Subjugate The Zambezi (Mutapa does not exist, Lower Z., Upper Z. and Zimbabwe owned by Kilwa or a subject.)
Colonize the Islands (Comoros, Mahe, Ile Bourbon, Mauritius)
Colonize the Cape (Cape, South African Plateau and Natal owned by Kilwa or a subject)
Zanzibar Trade (Strongest trade power - plus 5 income from trade)
Dominate East Africa (Same as above but for Zambezi, Zanzibar and Great Lakes)
Clease Ethiopia - No province in the Horn of Africa region is in the christian religion group
Egyptian Ports - Owns a province on the red sea + owns a province on the Mediterranean

Since seeing this I've been hoping for more missions in Africa and I hope that Kilwa can get some missions, because it'll encourage playing in africa.
 
+1 artillery fire is a HUGE BOOST to the army and navies, like VERY HUGE, complaining about 10% heavy ship CA is pointless.
Also Spain has NEVER be a rich region by 1500 the PPP in milions of Italy was 11,550, the one in the Spain region was 4,495.
Yes you did a lot of colonies that's true and discovered America ( that was indeed discovered by an Italian explorer Cristoforo Colombo and named after another italian explorer, Americo Vespucci )

Your navies and armies after 1600 were just "meh" and before you already have the tercio's era modifier that is another HUGE boost to Spain.
Spain also do pretty well in the game already and had an awesome sets of ideas ( right now even better and OP )

Sweden GB and India right now are unmbalanced and super powerful, right now they are going to add Spain to the list and still you are complaining.

https://en.wikipedia.org/wiki/Ambrogio_Spinola

He died in 1630. One of the greatest Spanish commanders. Definetely after 1600.

And like someone else pointed there is:

https://en.wikipedia.org/wiki/Blas_de_Lezo

Another commander that lived after 1600.

Spanish armies might not have been in their prime but they were still powerful to make a difference. Much better than some Indian nations with awesome military bonus and that always had to rely on European commanders for drilling and modernizing their armies.
 
dmg = ((regiment pips + leader pips + dice - terrain) * regiment strength * discipline / military tactics) * weapon technology * combat ability

Where are fire/shock damage and fire/shock damage received? Do them increase/reduce the result?
it's a simple multiplicative modifier
 
To the devs:

Since you have heard the community and reconsidered the changes in Spain and Castille, please hear the community when they complain about the Portuguese ideas, they are absolutely terrible, they do not reflect historical Portugal, and they do not help at all for game Portugal to achieve real Portugal's achievements.

Please take this NI suggestion of a Tier1 Iberian country in the Iberian patch in consideration just like you took in consideration the suggestion for the Texas ideas, an ahistorical "fantasy" non-Iberian nation in the iberian patch.



Traditions:
+20% Shock defense
+0.5 Yearly Naval Tradition
The heafty shock defense allows for Portugal to compete with Castille in terms of quality early on, which is absolutely historical since Portugal in the castillian civil war, fought battles against Castille on their soil and they had identical performance with identical casualties and inconclusive results, so they should have similar quality early on.
The reason why i ask for shock defense instead of morale or combat ability is because shock defense falls off later in the game when fire damage become the main damage source, so this tradition indirectly corrects itself and benefits more the early Portugal, and the Portugal vs lower tech nations than the late Portugal or the Portugal vs nation with high tech (firearms).
The naval tradition is obvious because the most defining feature about the Portuguese history is the strong connection with seafaring, discoveries and naval warfare.

1 Conquests in Africa:
+10% Morale, -25% Atrittion
This is a mild military bonus to keep Portugal military competitive against Castille in the late 1400's as well as giving it a chance against Morocco and take its coastal provinces like it historically did (currently Portugal relies in the alliance with Castille to be able to conquer anything in Africa, and then they simply can't hold on to those territories and if Castille doesnt save their asses, Morocco easily takes mainland Portugal), the -atrittion bonus is good for a nation like Portugal who wages several wars in high attrition overseas territories like Africa and Asia, and cant afford to loose too much manpower.


2 Legacy of the Navigator:
+50% Colonial Range
+15% Ship Durability
The Colonial Range allows for Portugal to reach India before 1500 like it did irl, which is almost impossible in the game without being massively ahead of time in diplo tech.
The durability bonus is both a small combat bonus (which portugal definitely deserves) as well as usefull tool in exploration, since it fights attrition in missions like the circumnavigation (It was a Portuguese sailor who did it afterall)

3 Indian Ocean Warfare:
+1 Blockade Impact on Siege
+15% Naval Morale
The Naval morale reflects and allows for the impressive naval victories of the Porruguese in the east, as well as keeping its navy competitive against Castille and England in the early to mid 1500's (as it should). The Impact on siege is a minor buff but it is a very accurate one and serves Portugal well since its main strategy was conquering coastal fortresses via naval supremacy.

4 The Feitoria System:
10% Provincial Trade Power
20% Fort Defensiveness
The feitorias were the core of the Portuguese trade empire, but they were more than simple trade posts, they were full fortresses where a small portuguese garrison would be able to defend itself against massively larger armies, like in the siege of Mazagão.

At this point (~1570) Portugal doesnt need any more powerful or military ideas, since it started to decline, so you can keep the general weak vanilla ideas (with small changes)

5 Encourage the Bandeirantes:
+1 Colonist
The Bandeirantes were not merchants, they were the people responsible for the exploration of inner brazil and the cause of the inland colonization, this is essentially the "Land before Faith" idea but renamed to Bandeirantes.

6 Triangular Trade:
Trade efficiency: +10%
Another very effective trade strategy of Portugal was the usage of Triangular trade, both in the east: Goa - Malacca - Macau as well as in the west: Africa - Portugal - Brazil.
This is essentially the generic trade efficiency Portuguese NI.


7 Royal Absolutism:
+0.5 Yearly Absolutism
Just keeping the vanilla ideas.

A: +20% Global Tariffs
The Ambition is one of the few Portuguese NI's I completely agree with, since by the late game, Portugal became very dependent in Brazil.


Come on Paradox, Portugal needs this, their Province count is trash, their development is trash, they have so little redeming features, a joke of a Tier 1 nation.
At least fix the awful ideas that make the generic ones look good, its not like having average military and naval ideas will make Portugal blob in Iberia, its small development and manpower will always be a hard limiting factor on the Portuguese war potential (as it should).

And please, at least have the decency to reply to the criticism, dont simply ignore us.
 
Last edited:
Guys, please, calm down. We can talk about the devs' mistakes and other forum members' misconceptions about the Iberians in a civil manner.

Why not being historically accurate and make Granada a Castillian tributary at the start date? This would protect them for unhistorical outcomes like being conquered by somebody else. Then you can make the tributary status break as result of the iberian wedding event or the reward of prepare the reconquista mission, or by decission of Granada itself.

Just to point out, this is very possible within the current game's mechanics as everyone can have Tributaries; what's locked behind being Eastern/Horde is demanding Tributary status.
 
To the devs:

Since you have heard the community and reconsidered the changes in Spain and Castille, please hear the community when they complain about the Portuguese ideas, they are absolutely terrible, they do not reflect historical Portugal, and they do not help at all for game Portugal to achieve real Portugal's achievements.

Please take this NI suggestion of a Tier1 Iberian country in the Iberian patch in consideration just like you took in consideration the suggestion for the Texas ideas, an ahistorical "fantasy" non-Iberian nation in the iberian patch.



Traditions:
+20% Shock defense
+0.5 Yearly Naval Tradition
The heafty shock defense allows for Portugal to compete with Castille in terms of quality early on, which is absolutely historical since Portugal in the castillian civil war, portugal fought battles against Castille in their soil and they had identical performance with identical casualties and inconclusive results.
The naval tradition is obvious because the most defining feature about the Portuguese history is the strong connection with seafaring, discoveries and naval warfare.

1 Conquests in Africa:
+10% Morale, -25% Atrittion
This is a mild military bonus to keep Portugal military competitive against Castille in the late 1400's as well as giving it a chance against Morocco and take its coastal provinces like it historically did (currently Portugal relies in the alliance with Castille to be able to conquer anything in Africa, and then they simply can't hold on to those territories and if Castille doesnt save their asses, Morocco easily takes mainland Portugal), the -atrittion bonus is good for a nation like Portugal who wages several wars in high attrition overseas territories like Africa and Asia, and cant afford to loose too much manpower.


2 Legacy of the Navigator:
+50% Colonial Range
+15% Ship Durability
The Colonial Range allows for Portugal to reach India before 1500 like it did irl, which is almost impossible in the game without being massively ahead of time in diplo tech.
The durability bonus is both a small combat bonus (which portugal definitely deserves) as well as usefull tool in exploration, since it fights attrition in missions like the circumnavigation (It was a Portuguese sailor who did it afterall)

3 Indian Ocean Warfare:
+1 Blockade Impact on Siege
+15% Naval Morale
The Naval morale reflects and allows for the impressive naval victories of the Porruguese in the east, as well as keeping its navy competitive against Castille and England in the early to mid 1500's (as it should). The Impact on siege is a minor buff but it is a very accurate one and serves Portugal well since its main strategy was conquering coastal fortresses via naval supremacy.

4 The Feitoria System:
10% Provincial Trade Power
20% Fort Defensiveness
The feitorias were the core of the Portuguese trade empire, but they were more than simple trade posts, they were full fortresses where a small portuguese garrison would be able to defend itself against massively larger armies, like in the siege of Mazagão.

At this point (~1570) Portugal doesnt need any more powerful or military ideas, since it started to decline, so you can keep the general weak vanilla ideas (with small changes)

5 Encourage the Bandeirantes:
+1 Colonist
The Bandeirantes were not merchants, they were the people responsible for the exploration of inner brazil and the cause of the inland colonization, this is essentially the "Land before Faith" idea but renamed to Bandeirantes.

6 Triangular Trade:
Trade efficiency: +10%
Another very effective trade strategy of Portugal was the usage of Triangular trade, both in the east: Goa - Malacca - Macau as well as in the west: Africa - Portugal - Brazil.
This is essentially the generic trade efficiency Portuguese NI.


7 Royal Absolutism:
+0.5 Yearly Absolutism
Just keeping the vanilla ideas.

A: +20% Global Tariffs
The Ambition is one of the few Portuguese NI's I completely agree with, since by the late game, Portugal became very dependent in Brazil.


Come on Paradox, Portugal needs this, their Province count is trash, their development is trash, they have so little redeming features, a joke of a Tier 1 nation.
At least fix the awful ideas that make the generic ones look good.

Interesting, but 15% ship durability is a bit much, since it applies to all ships, not only heavy. I guess most of the ship durability bonuses are 5%, 10% for Portugal would be really huge. Historical yes, but 15% too much maybe.

-25% attrition is nice but honestly I dont see why. I agree with +1 Blockade Impact on Siege, but +15% Naval Morale on top on 15 % durability and nval tradition is a bit too much. I would replace trade efficiency for trade power, seems more apropriated.

But really nice sugestions.
 
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.
They have always been decently strong, IMHO. Number of times I've seen Andalucia AI form, more than 10. AI Qing....... zero.
On a serious note, why is it not called Al-Andulus?
 
Paradox, you're making me feel more and more like we are an old couple who stays together out of habit. You're kind of trying to keep the fire alive and it's cute, but it's becoming apparent we should go our separate ways.
 
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While this has been talked about a ton Portuguese ideas really need a rework. They have no naval bonuses, which is rather unfortunate as they had a history of being great seafarers. Also talked about was the fact that Castilian and Portuguese armies were not very different in 1444. I find it foolish they get a ton of trade and colonization ideas and no military bonuses. It is rated as a beginner nation that has a crap army that wont get them anywhere. Just add +10% morale or infantry combat ability for land and some heavy ship combat ability at sea.
 
Hello guys, I was thinking about the posibility to add to the Muslim Andalusian some sort of mechanic similar to the Holy Orders of the Catholic Iberians, and I realized that talking about a pragmatic Andalusia is really historical.
They had important communities of jews, christians and berbers how helped the emirs to recreate an atmosphere similar to the capitals of the middle east, but with industrious Iberians, money maker jews and brave berbers to help with the development of the country.
One way to implement the Holy Orders feature in the Andalus is to, rename it as something like "Establish local communities" and asigning them similar mechanics like:
Jew communities: adm dev
Christn. communities: dip dev
Berber communities: mil dev
Hope this may be of usefulness
 
That's exactly what I always say. Spain originally meant the same as Hispania (that's the origin of the word) but as Portugal was independent Spain started have another meaning, the Union of Castille and Aragon, or what we currently know as Spain. But in 1444 it still meant Hispania. Technically Portugal was part of Spain, but just because Spain had a different meaning. So in an alternate History Portugal could have formed Spain and the Spanish language could have been Portuguese instead of Castillian.
I must say I find this debate a bit pointless. The game is written in 2018 English, the word "Spain" refers to the actual country of Spain, not to the 15th century concept that happened to be synonymous with Iberia. The ideas, missions, localisations, etc. are all based on actual Spain, not a hypothetical Spain that never existed. If Afonso V of Portugal had been successful in claiming the throne of Castile, I have no idea what the resulting realm would look like, or even if they would choose to call themselves Spain. I am pretty certain that it would look nothing like the "Spain" tag ingame though.

Edit: This is not to say that I don't think there should be more formables or even better customisable formables. That would be great, but it doesn't look at all like PDX is going in that direction. So we are stuck with Iberians having to form actual Spain, not some other notion of Iberia/Spain.

Anyway, this all started because of this very unhelpful comment that completely misses the point:
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
This could be rewritten as "Portugal doesn't need military ideas, because players can beat the AI, do the opposite of what happened in history, and when they get tired of playing with trash ideas they can just tag switch". From a Portuguese perspective, you might as well have suggested forming the Mughals, makes about as much sense as Spain and at least adds some interesting challenge.
 
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I must say I find this debate a bit pointless. The game is written in 2018 English, the word "Spain" refers to the actual country of Spain, not to the 15th century concept that happened to be synonymous with Iberia. The ideas, missions, localisations, etc. are all based on actual Spain, not a hypothetical Spain that never existed. If Afonso V of Portugal had been successful in claiming the throne of Castile, I have no idea what the resulting realm would look like, or even if they would choose to call themselves Spain. I am pretty certain that it would look nothing like the "Spain" tag ingame though.

Anyway, this all started because of this very unhelpful comment that completely misses the point:

This could be rewritten as "Portugal doesn't need military ideas, because players can beat the AI, do the opposite of what happened in history, and when they get tired of playing with trash ideas they can just tag switch". From a Portuguese perspective, you might as well have suggested forming the Mughals, makes about as much sense as Spain and at least adds some interesting challenge.

You are right, the Spain tag in EU4 is clearly the historical one, but having some alternative Spain could have been cool (perhaps calling it Hispania?).
Still that other comment is not a solution for Portugal, it just needs more military ideas, I don't understand why Portugal has none.
 
You are right, the Spain tag in EU4 is clearly the historical one, but having some alternative Spain could have been cool (perhaps calling it Hispania?).
Yeah, sorry, I edited my post afterwards to say precisely that. I think that would be nice but if the devs already think that adding a single province to Portugal is plenty, I can't imagine them going to the "trouble" of creating formable Hispanias specifically for the other Iberians.
 
In my opinion, the whole debate on here on whether Portugal should be able to form Spain or not is beyond point and is getting us sidetracked. I am a very optimistic person so I hope next week will see the release of the DD where they actually show the deserved Portuguese ideas. I think meanwhile we should keep providing the devs with suggestions with good supporting historical facts.