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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'm still unsure as to what 'Mysticism' means for a Muslim nation's overall adherence (or lack there of) to Muslim orthodoxy. Currently the 'Mysticism' bonuses make sense for the 15th century Militaristic-Sufi orders of Iran with those orders having extreme religious fervor and intolerance to other sects of Islam. Hence the morale, missionary strength, and fort defense bonuses and why in the Cradle of Civilization expansion the bonuses were switched. But this 'Mysticism' for Andalusia simply doesn't fit for their society and their relation with Islam. Wouldn't it be better to allow a nation's relation to Muslim orthodoxy function the same way the new government reform system works now? As Andalusian unorthodoxy was much different from Iranian unorthodoxy but currently they're treated as the same thing. I just feel as though paradox is trying to fit a square-shaped stick into a circle-shaped hole.
 
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I like the changes to Granada, or the "Byzantium of the West" as I like to call it, it makes it live up to that moniker even more, lol

Also with that fourth province it resembles byz e v e n more
 
Seeing as how you can give an idea to increase pips on a unit could you add an "infantry Moral Damage" to Legacy of the Impaler for Wallachia
it's not a pip, it's better: it's an additive bonus to a damage multiplier [like (x + 1) * y]
 
Any Military buffs for Spain will be good in my book because I already came into the conclusion that pdx has their own views on world history, so that artillery bonus will come in handy late game.
 
The artillery bonus isnt combat ability. It is adding +1 artillery fire like another tech level. It is rather huge.
According to other posters, it's a big buff to combat and according to groogy its a naval and land buff too, so yes its a buff overall
 
They really need to change:

envoy_travel_time = -0.33
to
global_colonial_growth = 25

"envoy_travel_time = -0.33 " Shouldn't even be an idea, especially not a national one, and please don't give me some "you save time juggling colonists, merchants, diplomats or w/e" so what? This isn't a circus. I want to see all these bottom tier ideas removed and replaced with good / decent ones. Take "recruitment and shipbuilding time" with it while you're at it please. Because Expansion idea group demanding 400 mana for each so you can unlock the trade power, should be reported as ingame scam.
Totally agree with colonial growth, makes more sense historically and gameplay wise. I just hope we can finally start tackling these trash tier ideas already, starting with thise one.
So please get this "envoy_travel_time" out of my face, I don't want to see it when the patch hits, I am dead serious.
That is all.
 
Artillery damage is still halved, regardless with this modifier or not. The point of it is to give a bit of a buff both on land and naval. I think I calculated +1 in the end game result to something like 12% increase of damage overall on land.

My calculations (big spreadsheet, but I can attach it if you wish) show a similar result: +11.9% Fire Phase at tech 32 only. However, this is not overall, only fire. The overall damage increase is ~ 10.6% at this point (close because fire is so dominant for artillery). The overall bonus is about 96.5% at techs 7 to 9, then slowly decreases as defences and base modifiers increase.

If this only took effect at tech 32, it would be perfectly balanced against Artillery Combat Ability (on land). From Tech 10, it is completely insane.

I like the idea of the modifier, but these numbers are just too sensitive. +1 Artillery Offensive Fire Pip (I know you mentioned this was more difficult to code) would actually reverse the progression to +17.5% overall at tech 7, to +35.8% at tech 32, still too high.

Please tell me if I've missed something.

The missions and ideas otherwise look really good in general. But we demand perfection!

Edit: It appears the Wiki is missing a Naval Combat formula, would you be able to supply us with one please Groogy (or anyone else)?
 
hello

i don't know if that question was this was answered but dot the country in central maghreb region such as tlemcen or algiers will have there own mission tree and national ideas ? thank you please
 
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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.
No, Hispania is España, there isnt more, if you ask to a portuguese in the XVI century where he lives, he never will say "iberia" or "hispania", he will say "Espanha", and a castillian will say "España". Is the natural derivation of the latin word.

And a portuguese or castillian never, NEVER, will say "Iberia", for too many reason that it will be long to explain and my english is not perfect, but in resume, it was a term almost eclusives of erudites and the teological discussion of anticrist.
 
No, Hispania is España, there isnt more, if you ask to a portuguese in the XVI century where he lives, he never will say "iberia" or "hispania", he will say "Espanha", and a castillian will say "España". Is the natural derivation of the latin word.

And a portuguese or castillian never, NEVER, will say "Iberia", for too many reason that it will be long to explain and my english is not perfect, but in resume, it was a term almost eclusives of erudites and the teological discussion of anticrist.
Ialso have said many times Iberia is an anachronistic word for that time. I explained it here:
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 only used the word Hispania if the game does not allow to have 2 Spains (the historical and the alternate). However, as @Arbus said, there can be several Spain in the game if they have a different tag name. If that's correct, then the alternate Spain could be called Spain too.
 
Ideas are ok now, I think people are overreacting that arty fire because u probably not gonna have enough ducats to maintain arty in early and it becomes less useful in later stages.(still good btw). Spain still has no missionary strength, no colonial growth, navy ideas that overshadowed by GB, only dip policy(Sweden gets that in every area).

Now the real thing we reactioned to last diary was Spanish missions. From what i see the missions are still same. As a Castilian/Spanish player, i was so disappointed from that mission tree. I hope you are doing something. GB mission tree in Rule Britannia was huge and so useful in many ways both historical and ahistorical. Spain deserves a big mission tree like that. Spain should be a major player in games, not become a free piece of cake for France.
 
Ialso have said many times Iberia is an anachronistic word for that time. I explained it here:

I only used the word Hispania if the game does not allow to have 2 Spains (the historical and the alternate). However, as @Arbus said, there can be several Spain in the game if they have a different tag name. If that's correct, then the alternate Spain could be called Spain too.
The posibility to portugal to create "spain" is one of the better things done in this game xd

Ideas are ok now, I think people are overreacting that arty fire because u probably not gonna have enough ducats to maintain arty in early and it becomes less useful in later stages.(still good btw). Spain still has no missionary strength, no colonial growth, navy ideas that overshadowed by GB, only dip policy(Sweden gets that in every area).

Now the real thing we reactioned to last diary was Spanish missions. From what i see the missions are still same. As a Castilian/Spanish player, i was so disappointed from that mission tree. I hope you are doing something. GB mission tree in Rule Britannia was huge and so useful in many ways both historical and ahistorical. Spain deserves a big mission tree like that. Spain should be a major player in games, not become a free piece of cake for France.
totally agree.
 
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Ideas are ok now, I think people are overreacting that arty fire because u probably not gonna have enough ducats to maintain arty in early and it becomes less useful in later stages.(still good btw). Spain still has no missionary strength, no colonial growth, navy ideas that overshadowed by GB, only dip policy(Sweden gets that in every area).

Now the real thing we reactioned to last diary was Spanish missions. From what i see the missions are still same. As a Castilian/Spanish player, i was so disappointed from that mission tree. I hope you are doing something. GB mission tree in Rule Britannia was huge and so useful in many ways both historical and ahistorical. Spain deserves a big mission tree like that. Spain should be a major player in games, not become a free piece of cake for France.

This new Spanish ideas are now much better, but still I don't think that's what I'd choose for Spain. For example, galley combat ability should be an idea instead of artillery.
The missions tree is not that bad, but I still things like getting a base in Formosa (Taiwan), taking Louisina, Milan (I don't know it that will be part of Italian ambition or not), Texas (I don't know it that will be part of any mission) and also a bit alternate history like for example taking Georgia (that IRL was planned but failed). There also a lack of non-conquest missions too
 
This new Spanish ideas are now much better, but still I don't think that's what I'd choose for Spain. For example, galley combat ability should be an idea instead of artillery.
The missions tree is not that bad, but I still things like getting a base in Formosa (Taiwan), taking Louisina, Milan (I don't know it that will be part of Italian ambition or not), Texas (I don't know it that will be part of any mission) and also a bit alternate history like for example taking Georgia (that IRL was planned but failed). There also a lack of non-conquest missions too
Yes, de missions of spain are realy really poor.
 
This new Spanish ideas are now much better, but still I don't think that's what I'd choose for Spain. For example, galley combat ability should be an idea instead of artillery.
The missions tree is not that bad, but I still things like getting a base in Formosa (Taiwan), taking Louisina, Milan (I don't know it that will be part of Italian ambition or not), Texas (I don't know it that will be part of any mission) and also a bit alternate history like for example taking Georgia (that IRL was planned but failed). There also a lack of non-conquest missions too
From what i see from last diary, there is no mission about pu'ing milan, portugal(this is important), naples(in case if aragon lost before) and there should be mission trees for hre like allying electors and making them vote for yourself, later becoming the emperor. Claiming titles like king of Jerusalem, Rome. Something about conquering North Africa and beating Ottomans(Lepanto). Maybe getting claims on Crete, Cyprus, Rhodes. There is so much possibilities.

As for ideas i agree. Artillery fire is ahistorical. I was expecting something like Inf CA %20 but anyway a land buff was needed. Spanish armies dominated Europe until Franco-Spanish War. Spain was so tired at that war because of thirty years war and also got outnumbered. In game France beats Spain like it's nothing(because not only that ideas also the huge development difference).
 
From what i see from last diary, there is no mission about pu'ing milan, portugal(this is important), naples(in case if aragon lost before) and there should be mission trees for hre like allying electors and making them vote for yourself, later becoming the emperor. Claiming titles like king of Jerusalem, Rome. Something about conquering North Africa and beating Ottomans(Lepanto). Maybe getting claims on Crete, Cyprus, Rhodes. There is so much possibilities.

As for ideas i agree. Artillery fire is ahistorical. I was expecting something like Inf CA %20 but anyway a land buff was needed. Spanish armies dominated Europe until Franco-Spanish War. Spain was so tired at that war because of thirty years war and also got outnumbered. In game France beats Spain like it's nothing(because not only that ideas also the huge development difference).
totally agree, even to take constantinople (it was on the minf of Isabel I). but parados never will do this
 
From what i see from last diary, there is no mission about pu'ing milan, portugal(this is important), naples(in case if aragon lost before) and there should be mission trees for hre like allying electors and making them vote for yourself, later becoming the emperor. Claiming titles like king of Jerusalem, Rome. Something about conquering North Africa and beating Ottomans(Lepanto). Maybe getting claims on Crete, Cyprus, Rhodes. There is so much possibilities.

As for ideas i agree. Artillery fire is ahistorical. I was expecting something like Inf CA %20 but anyway a land buff was needed. Spanish armies dominated Europe until Franco-Spanish War. Spain was so tired at that war because of thirty years war and also got outnumbered. In game France beats Spain like it's nothing(because not only that ideas also the huge development difference).
I am going to honest, PDX is very weird I don't know where those decisions come from but if we are really honest overall EUIV is very nitpicky in where to be historical and where not, its probably marketing decisions, but a buff is a buff and that buff even if ahistorical will improve Spain in the late game...