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EU4 - Development Diary - 16th of February 2021

Hello everybody and welcome back to another EUIV dev diary and it has been a while for me!

Shortly before EUIV moved over to sunny Barcelona, I devoted some of my time to reworking Australia as I felt the current map of the continent was a bit lacking and very annoying to own what with all these little unconnected islands amidst the wasteland. On top of that, the continent being an entirely uncolonized block of nothing before colonialism seems a little inaccurate, given how lively the continent actually was before the Europeans arrived.

So, first thing to note is that Australia is now entirely connected through colonisable provinces, with the great Pilbara now connecting the north and west of Australia.
20210215172646_1.jpg

Another important rework comes in the form of the new states Australia now enjoys. What I wanted out of this is I wanted Australia to be on par with the other colonial regions in the game in terms of province count and strategic importance.
20210215170805_1.jpg

When shaping the states and provinces, I wanted to hit a nice balance between pre and post colonial Australian borders, so state borders are largely determined by colonial Australian state boundaries, while provinces are more determined by the distribution of Aboriginal peoples. All provinces also have both their Aboriginal and colonial names depending on who owns the province.
1613408346626.png

The Australian Gold Rush can now be yours, with Australian provinces enjoying a high chance of gold and some provinces in the south having a chance for gems, and a few key provinces able to produce coal.
20210215172855_1.jpg

Next, I’ll highlight some of the playable nations down under. Up north we have the Larrakia Federation composed of all of the top-end nations you see here, with Larrakia and Tiwi enjoying a unique set of national ideas. The Larrakia federation was responsible for much of pre-colonial Australia’s wealth through trade with the Makassarians. This trade also brought with it some Islamic influences, though the Aboriginal people of Australia never fully converted.
20210215170717_1.jpg

LAR_ideas = {
start = {
global_trade_power = 0.1
trade_efficiency = 0.1
}

bonus = {
global_ship_trade_power = 0.2
}

trigger = {
tag = LAR
}
free = yes #will be added at load.

LAR_makassar_trade = {
merchants = 1
global_foreign_trade_power = 0.1
}
LAR_federation = {
diplomatic_upkeep = 2
}
LAR_dreaming = {
global_autonomy = -0.05
}
LAR_dowed = {
legitimacy = 1
republican_tradition = 0.2
global_unrest = -1
}
LAR_ceremonial_scarring = {
shock_damage = 0.1
}
LAR_hospitality = {
diplomatic_reputation = 2
}
LAR_kenbi_land_claim = {
core_creation = -0.15
}
}

TIW_ideas = {
start = {
female_advisor_chance = 0.75
shock_damage_received = -0.2
}

bonus = {
leader_land_shock = 1
}

trigger = {
tag = TIW
}
free = yes

TIW_yiminga = {
may_recruit_female_generals = yes
global_manpower_modifier = 0.2
}
TIW_dreaming_totem = {
tolerance_own = 2
}
TIW_kulama = {
production_efficiency = 0.1
}
TIW_purrukapali = {
naval_tradition_from_battle = 0.5
}
TIW_marriage = {
heir_chance = 0.5
global_unrest = -1
}
TIW_isolationism = {
land_morale = 0.1
}
TIW_one_people = {
culture_conversion_cost = -0.25
}
}

Moving along down south we have the Eora people, the original inhabitants of the Sydney area.
EOR_ideas = {
start = {
diplomatic_reputation = 1
light_ship_power = 0.15
}

bonus = {
num_accepted_cultures = 2
}

trigger = {
tag = EOR
}
free = yes

EOR_lifestyle = {
naval_morale = 0.15
}
EOR_bands = {
state_maintenance_modifier = -0.25
}
EOR_enduring = {
religious_unity = 0.25
tolerance_heathen = 1
}
EOR_protect = {
manpower_recovery_speed = 0.1
global_sailors_modifier = 0.1
}
EOR_sacred = {
own_coast_naval_combat_bonus = 1
}
EOR_pemulwuy = {
land_morale = 0.15
}
EOR_berewaldal = {
merchants = 1
global_foreign_trade_power = 0.1
}
}

The Kaurna people, first inhabitants of Adelaide.
KAU_ideas = {
start = {
female_advisor_chance = 0.75
global_tax_modifier = 0.3
}

bonus = {
development_cost = -0.1
}

trigger = {
tag = KAU
}
free = yes

KAU_totemic_matriarchy = {
may_recruit_female_generals = yes
tolerance_own = 2
}
KAU_pangkarra = {
governing_capacity_modifier = 0.1
}
KAU_coastal_pangkarra = {
global_ship_trade_power = 0.2
}
KAU_redgum_shelters = {
build_cost = -0.15
}
KAU_communal_ownership = {
global_unrest = -2
}
KAU_old_tjilbruke = {
stability_cost_modifier = -0.1
reform_progress_growth = 0.15
}
KAU_south_australia_act = {
core_creation = -0.2
}
}

Palawa, first people of Tasmania.
PLW_ideas = {
start = {
stability_cost_modifier = -0.1
land_morale = 0.1
}

bonus = {
monarch_military_power = 1
}

trigger = {
tag = PLW
}
free = yes #will be added at load.

PLW_oyster = {
production_efficiency = 0.1
}
PLW_dual_identity = {
legitimacy = 1
num_accepted_cultures = 1
}
PLW_darwin = {
shock_damage = 0.2
}
PLW_parlevar = {
ae_impact = -0.15
}
PLW_writers = {
technology_cost = -0.1
}
PLW_survivors = {
fire_damage = 0.1
}
PLW_enduring = {
manpower_recovery_speed = 0.25
}
}

Kamilaroi, one of the most populated collective of Australian nations.
GMI_ideas = {
start = {
land_morale = 0.1
shock_damage = 0.1
}

bonus = {
land_forcelimit_modifier = 0.33
}

trigger = {
tag = GMI
}
free = yes #will be added at load.

GMI_sacred_caves = {
core_creation = -0.15
}
GMI_land_of_languages = {
num_accepted_cultures = 2
}
GMI_fertile_soils = {
development_cost = -0.1
}
GMI_dhulu = {
diplomats = 1
envoy_travel_time = -0.25
}
GMI_matrilineal_lineage = {
legitimacy = 1
republican_tradition = 0.2
female_advisor_chance = 0.5
}
GMI_familial_law = {
global_autonomy = -0.05
}
GMI_red_kangaroo = {
global_unrest = -2
}
}

I would have loved to have made ideas for all nations in Australia, but alas time was not on my side there so if you do not have unique ideas, you will get the shared Aboriginal Ideas.
generic_aboriginal_ideas = {
start = {
tolerance_own = 1
stability_cost_modifier = -0.1
}

bonus = {
shock_damage = 0.1
}

trigger = {
culture_group = aboriginal_australian
}
free = yes

aborig_art = {
prestige = 1
}
aborig_fire_stick_farming = {
development_cost = -0.1
}
aborig_walkabout = {
movement_speed = 0.1
}
aborig_outback = {
land_attrition = -0.1
}
aborig_sacred = {
global_tax_modifier = 0.1
}
aborig_dreamtime = {
religious_unity = 0.2
}
aborig_music = {
improve_relation_modifier = 0.2
}
}

But Aboriginal culture is not a single monolithic entity, so it has been divided into its own group. If we were being entirely accurate about this, almost all provinces in Australia would be their own culture, so some generalization has been done for gameplay purposes.
20210215173636_1.jpg

On top of all these new nations, the Aboriginal Australians also have access to the new Alcheringa religion! Most commonly known to colonizers as “Dreamtime”, Alcheringa refers to the vast distinct religions found among the Australian population. Though each people usually have their own distinct faith, most Australian faiths have a concept of “Dreamtime” or “The Dreaming”, a time of myth and legend that simultaneously occurred in the distant past and continues to occur around us every day.
20210215173412_1.jpg

Every Aboriginal people has their own pantheon of gods and “Dreaming Stories”. Alcheringa uses a system similar to the Fetishist cult system, with new stories becoming unlocked via missions.

These missions vary in what you must do, from defeating enemies in battle, to building an oceangoing vessel for the first time, to turning the Makassar trade on its head and dominating trade in the Moluccas.

The Aboriginals also enjoy all new unit models.
image (21).png


That’s all for this week, hope you all enjoy my last hurrah of EUIV content.
 
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Project time was not devoted to this, it was made out of my personal desire to see more content for Australia. "Why do this when you could have done that?" is not a question I can really answer. If the team does or does not devote time/resources to other areas of the world then I feel my position as a HoI4 content designer gives me very little control over that.

However, if you do have questions about the content that I made, I can answer that.
Yaama fella. I'm mob from Dharug/Darkinjung nation up in the blue mountains and I want to say thank you for this. You've done an outstanding job with diversifying the continent within the limits of the game. If you're interested I can also suggest some more info for yourself as I reckon you're fairly interested in Australian Indigenous History.

I do have a question regarding leaders and language. Simply put, are we likely to see unique language concepts across playable nations? Second one is what sort of naming pool for leaders, rulers and advisors can we look forward to seeing?
Understandably, naming might be a bit more difficult hence my asking.

Everyone else, If I catch anyone using the word 'aborigine' I will hit you with my AborigiKNEE. We prefer Aboriginal (capitalised as a proper noun) or Indigenous and for best, call us by our nation. Never hurts to ask.
 
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Aboriginal people had a long history of sailing and constructed boats for trade and possibly even seeing navel combat, so I don't see why not give them navel ideas, even if they didn't have "navies" in the sense European nations did.

It'll be decades till they could even get navies to compare to even most other nations in SEA regardless.

View attachment 682114
I knew the canoes in the southern end of the country but not this, now i have some reading to do
 
Huh, never knew there was much contact between the Aboriginals and Indonesia, were can I find more on this history?

Also, is Alcheringa a fairly period accurate term? I do not really like the CK series using the names of revivalist or neo pagan sects for many of its faiths. I would rather have a accurate exonym than an anachronistic endonym when it comes to faith names in these games.

I also feel that if this new faith is being added with this effort when Animist would have been fine, we should finally see Coptic renamed Oriental as that is a more appropriate name for all represented regions, being part of the Oriental Orthodox Church. Only Oriental Orthodox in Egypt itself are considered Coptic. Also Jewish mechanics, as they have twice the provinces of Zoroastrian at game start.
 
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Alright, you asked for it. I am very pleased to reveal the new Prussian National Ideas:
View attachment 681777


I will return to actually answering some questions later, and clarifying some things about how the Aboriginal religion works.
This means war :mad:
 
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I think it's a bad idea adding nations to Australia. Considering their historical level of development, they never formed anything that could remotely be considered a nation per definitionem. If this is to be roughly realistic, with adding the tribes as nations, every single province in the area should have a nation and a severe tech penalty, in other words not developing at all, staying at level 1 tech.
 
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I think it's a bad idea adding nations to Australia. Considering their historical level of development, they never formed anything that could remotely be considered a nation per definitionem. If this is to be roughly realistic, with adding the tribes as nations, every single province in the area should have a nation and a severe tech penalty, in other words not developing at all, staying at level 1 tech.
I disagree. It fleshes out an area that hasn't gotten much of a look in and makes it interesting.
If we're using the definition to mean a 'nation-state' then yes you are correct. But that doesn't reflect the reality of Indigenous politik, nation is the most broad way to describe it.
 
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I think it's a bad idea adding nations to Australia. Considering their historical level of development, they never formed anything that could remotely be considered a nation per definitionem. If this is to be roughly realistic, with adding the tribes as nations, every single province in the area should have a nation and a severe tech penalty, in other words not developing at all, staying at level 1 tech.
Even worse, these new nations will reach very quickly the European tech level in no time
 
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Any idea what the Mughal Assimilation Bonus might be for the new cultures?
It’s a colonial region, and Diwan do not work on cultures from colonial regions.
 
I disagree. It fleshes out an area that hasn't gotten much of a look in and makes it interesting.
If we're using the definition to mean a 'nation-state' then yes you are correct. But that doesn't reflect the reality of Indigenous politik, nation is the most broad way to describe it.
I agree with this, but then the removal of Buryatia from 1.29 with the notion that is wasn’t civilised enough is ridiculous
 
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I agree with this, but then the removal of Buryatia from 1.29 with the notion that is wasn’t civilised enough is ridiculous
I ve compiled lists and maps about Siberia in my thread, I think Buryatia, Uralic new nations, some missing Tatar nations around and more far Siberian nations are possible to be added.
 
Hello everybody and welcome back to another EUIV dev diary and it has been a while for me!

Shortly before EUIV moved over to sunny Barcelona, I devoted some of my time to reworking Australia as I felt the current map of the continent was a bit lacking and very annoying to own what with all these little unconnected islands amidst the wasteland. On top of that, the continent being an entirely uncolonized block of nothing before colonialism seems a little inaccurate, given how lively the continent actually was before the Europeans arrived.

So, first thing to note is that Australia is now entirely connected through colonisable provinces, with the great Pilbara now connecting the north and west of Australia.
View attachment 681458
Another important rework comes in the form of the new states Australia now enjoys. What I wanted out of this is I wanted Australia to be on par with the other colonial regions in the game in terms of province count and strategic importance.
View attachment 681459
When shaping the states and provinces, I wanted to hit a nice balance between pre and post colonial Australian borders, so state borders are largely determined by colonial Australian state boundaries, while provinces are more determined by the distribution of Aboriginal peoples. All provinces also have both their Aboriginal and colonial names depending on who owns the province.
View attachment 681455
The Australian Gold Rush can now be yours, with Australian provinces enjoying a high chance of gold and some provinces in the south having a chance for gems, and a few key provinces able to produce coal.
View attachment 681460
Next, I’ll highlight some of the playable nations down under. Up north we have the Larrakia Federation composed of all of the top-end nations you see here, with Larrakia and Tiwi enjoying a unique set of national ideas. The Larrakia federation was responsible for much of pre-colonial Australia’s wealth through trade with the Makassarians. This trade also brought with it some Islamic influences, though the Aboriginal people of Australia never fully converted.
View attachment 681641
LAR_ideas = {
start = {
global_trade_power = 0.1
trade_efficiency = 0.1
}

bonus = {
global_ship_trade_power = 0.2
}

trigger = {
tag = LAR
}
free = yes #will be added at load.

LAR_makassar_trade = {
merchants = 1
global_foreign_trade_power = 0.1
}
LAR_federation = {
diplomatic_upkeep = 2
}
LAR_dreaming = {
global_autonomy = -0.05
}
LAR_dowed = {
legitimacy = 1
republican_tradition = 0.2
global_unrest = -1
}
LAR_ceremonial_scarring = {
shock_damage = 0.1
}
LAR_hospitality = {
diplomatic_reputation = 2
}
LAR_kenbi_land_claim = {
core_creation = -0.15
}
}

TIW_ideas = {
start = {
female_advisor_chance = 0.75
shock_damage_received = -0.2
}

bonus = {
leader_land_shock = 1
}

trigger = {
tag = TIW
}
free = yes

TIW_yiminga = {
may_recruit_female_generals = yes
global_manpower_modifier = 0.2
}
TIW_dreaming_totem = {
tolerance_own = 2
}
TIW_kulama = {
production_efficiency = 0.1
}
TIW_purrukapali = {
naval_tradition_from_battle = 0.5
}
TIW_marriage = {
heir_chance = 0.5
global_unrest = -1
}
TIW_isolationism = {
land_morale = 0.1
}
TIW_one_people = {
culture_conversion_cost = -0.25
}
}

Moving along down south we have the Eora people, the original inhabitants of the Sydney area.
EOR_ideas = {
start = {
diplomatic_reputation = 1
light_ship_power = 0.15
}

bonus = {
num_accepted_cultures = 2
}

trigger = {
tag = EOR
}
free = yes

EOR_lifestyle = {
naval_morale = 0.15
}
EOR_bands = {
state_maintenance_modifier = -0.25
}
EOR_enduring = {
religious_unity = 0.25
tolerance_heathen = 1
}
EOR_protect = {
manpower_recovery_speed = 0.1
global_sailors_modifier = 0.1
}
EOR_sacred = {
own_coast_naval_combat_bonus = 1
}
EOR_pemulwuy = {
land_morale = 0.15
}
EOR_berewaldal = {
merchants = 1
global_foreign_trade_power = 0.1
}
}

The Kaurna people, first inhabitants of Adelaide.
KAU_ideas = {
start = {
female_advisor_chance = 0.75
global_tax_modifier = 0.3
}

bonus = {
development_cost = -0.1
}

trigger = {
tag = KAU
}
free = yes

KAU_totemic_matriarchy = {
may_recruit_female_generals = yes
tolerance_own = 2
}
KAU_pangkarra = {
governing_capacity_modifier = 0.1
}
KAU_coastal_pangkarra = {
global_ship_trade_power = 0.2
}
KAU_redgum_shelters = {
build_cost = -0.15
}
KAU_communal_ownership = {
global_unrest = -2
}
KAU_old_tjilbruke = {
stability_cost_modifier = -0.1
reform_progress_growth = 0.15
}
KAU_south_australia_act = {
core_creation = -0.2
}
}

Palawa, first people of Tasmania.
PLW_ideas = {
start = {
stability_cost_modifier = -0.1
land_morale = 0.1
}

bonus = {
monarch_military_power = 1
}

trigger = {
tag = PLW
}
free = yes #will be added at load.

PLW_oyster = {
production_efficiency = 0.1
}
PLW_dual_identity = {
legitimacy = 1
num_accepted_cultures = 1
}
PLW_darwin = {
shock_damage = 0.2
}
PLW_parlevar = {
ae_impact = -0.15
}
PLW_writers = {
technology_cost = -0.1
}
PLW_survivors = {
fire_damage = 0.1
}
PLW_enduring = {
manpower_recovery_speed = 0.25
}
}

Kamilaroi, one of the most populated collective of Australian nations.
GMI_ideas = {
start = {
land_morale = 0.1
shock_damage = 0.1
}

bonus = {
land_forcelimit_modifier = 0.33
}

trigger = {
tag = GMI
}
free = yes #will be added at load.

GMI_sacred_caves = {
core_creation = -0.15
}
GMI_land_of_languages = {
num_accepted_cultures = 2
}
GMI_fertile_soils = {
development_cost = -0.1
}
GMI_dhulu = {
diplomats = 1
envoy_travel_time = -0.25
}
GMI_matrilineal_lineage = {
legitimacy = 1
republican_tradition = 0.2
female_advisor_chance = 0.5
}
GMI_familial_law = {
global_autonomy = -0.05
}
GMI_red_kangaroo = {
global_unrest = -2
}
}

I would have loved to have made ideas for all nations in Australia, but alas time was not on my side there so if you do not have unique ideas, you will get the shared Aboriginal Ideas.
generic_aboriginal_ideas = {
start = {
tolerance_own = 1
stability_cost_modifier = -0.1
}

bonus = {
shock_damage = 0.1
}

trigger = {
culture_group = aboriginal_australian
}
free = yes

aborig_art = {
prestige = 1
}
aborig_fire_stick_farming = {
development_cost = -0.1
}
aborig_walkabout = {
movement_speed = 0.1
}
aborig_outback = {
land_attrition = -0.1
}
aborig_sacred = {
global_tax_modifier = 0.1
}
aborig_dreamtime = {
religious_unity = 0.2
}
aborig_music = {
improve_relation_modifier = 0.2
}
}

But Aboriginal culture is not a single monolithic entity, so it has been divided into its own group. If we were being entirely accurate about this, almost all provinces in Australia would be their own culture, so some generalization has been done for gameplay purposes.
View attachment 681461
On top of all these new nations, the Aboriginal Australians also have access to the new Alcheringa religion! Most commonly known to colonizers as “Dreamtime”, Alcheringa refers to the vast distinct religions found among the Australian population. Though each people usually have their own distinct faith, most Australian faiths have a concept of “Dreamtime” or “The Dreaming”, a time of myth and legend that simultaneously occurred in the distant past and continues to occur around us every day.
View attachment 681463
Every Aboriginal people has their own pantheon of gods and “Dreaming Stories”. Alcheringa uses a system similar to the Fetishist cult system, with new stories becoming unlocked via missions.

These missions vary in what you must do, from defeating enemies in battle, to building an oceangoing vessel for the first time, to turning the Makassar trade on its head and dominating trade in the Moluccas.

The Aboriginals also enjoy all new unit models.
View attachment 681655

That’s all for this week, hope you all enjoy my last hurrah of EUIV content.
Sounds interesting. Good tribute to the world's oldest continuous civilisation; not sure how Indigenous Australians will view this content but I suspect they would mod the game to better fit their experience. Maybe some EUIV players might manage an Indigenous invasion of the British Isles (at least I would like to pull that off...)

Also, though largely devoid of technology that colonisers would have seen as civilisation, the Indigenous Australians had a sophisticated land management system including setting fire to bushland periodically to avoid much worse bushfires, among other specialisations in their religion and technology that helped them thrive in Australia. Indeed, Australia was far more ecologically healthy when the Indigenous still ruled it. The Gurnai-Kurnai tribe, the original landowners of my home region of Gippsland, had aquaculture technology of sorts that helped keep fish stocks. I don't know much about it, being non-Indigenous myself, but I am aware that such things existed. If the Indigenous had adopted agricultural civilisation of their own that was parallel to the colonisers, it probably would have been a reaction to a coloniser of some sort. Perhaps trade with the Makassar would have kicked things off in this game.
 
Last edited:
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The Dream of Dragons······CLASSIC
Alrighty, here's clarification on how the religion works. Please keep in mind art is PLACEHOLDER.

View attachment 681904
Here you got your religion's base modifiers, pretty nice.

View attachment 681908
Then, just like Hinduism and Fetishism, you have different modifiers you can choose, but this time in the form of Dreaming Stories. You begin the game with just three of them, but there's many more to unlock.

View attachment 681909
Instead of just having to border other religions like the Fetishists, new Dreaming Stories are unlocked by completing specific missions. These missions range a lot in what they ask you to do, some are as simple as having a large navy or discovering certain parts of the world, but others ask you to take on the daunting task of winning wars against great powers.

If you unlock all of the other Dreaming Stories, you unlock The Rainbow Serpent, one of the most prolific figures in Australian religions and one of few figures who appears across almost all religions in Australia. I won't spoil the exact bonuses of all of the Dreaming Stories, but the design intention behind them is to give players bonuses that are immediately helpful in speeding the player along in what their objective likely is at that point in the game.

Hope that answers every question everyone had about Alcheringa!
E
 
Sounds interesting. Good tribute to the world's oldest continuous civilisation; not sure how Indigenous Australians will view this content but I suspect they would mod the game to better fit their experience. Maybe some EUIV players might manage an Indigenous invasion of the British Isles (at least I would like to pull that off...)

Also, though largely devoid of technology that colonisers would have seen as civilisation, the Indigenous Australians had a sophisticated land management system including setting fire to bushland periodically to avoid much worse bushfires, among other specialisations in their religion and technology that helped them thrive in Australia. Indeed, Australia was far more ecologically healthy when the Indigenous still ruled it. The Gurnai-Kurnai tribe, the original landowners of my home region of Gippsland, had aquaculture technology of sorts that helped keep fish stocks. I don't know much about it, being non-Indigenous myself, but I am aware that such things existed. If the Indigenous had adopted agricultural civilisation of their own that was parallel to the colonisers, it probably would have been a reaction to a coloniser of some sort. Perhaps trade with the Makassar would have kicked things off in this game.
I wasn't going to comment on this situation, but because the MP update broke my ironman and I'm a lil frustrated by the lack of warning, I'm motivated to mention that it does seem very problematic to have a dev diary advertisement for EUIV which uses a single dark-skinned, unnamed and un-peopled "Aboriginal" person to sell an upcoming product as new content for "natives" in Australia. This game lacks critical diversity in many Global South locales. The person who made this dev diary clearly knows that there are many different groups of pre-European contact cultures across the continent, indeed, the world, and of a right, slapping formable tags on largely disparate linguistic and geographic groups and giving them generic formation mission trees won't cut it when it comes to appropriate representation. I really hope future updates to EUIV / V will be less heavy handed WRT to the impact of colonization by Europeans on peoples throughout the world. Until then, this may not be the game for me.

Also, the "unity" of the Rainbow Serpent myths is called into question on its freaking Wikipedia page as a result of Western gaze....
 
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North America got reworks in golden century with additional nahau tags, South America got nothing

"North America got reworked" is a pretty weak claim - there's technically some partial truth to it, but it misrepresents the reality.

As the dev diaries at the time made clear, the Golden Century update was for the Carribeans, Central America and Mexico region. A few areas in the United States that were historically associated with Mexico or Cuba more than the North American colonies got added, but "North America" as a whole was not reworked. In effect, Golden Century was the Central America rework, although with a somewhat different definition of Central America than the normal one.

This new map update, on the other hand, deal with Eastern North America, namely, Canada and the United States east of the Rockies. That region was essentialy untouched in Golden Century.

Claiming the same region is getting multiple updates before South America is pretty much bad faith at this point.

Tainted Ruins: You...do know that it's been explicitly said that there is no formable nation for the Aboriginal people, precisely because it's not really pertinent?

For the rest...I can't speak for the developer, but game design resources are not unlimited, and adding detailed national ideas, or detailed religious system for every single tag is a daunting proposal - there are a lot of them in EU. Creating graphics for every new tag is equally problematic (it's possible the current graphic is a bad choice for a general local representation. If this were the standard for countries everywhere in the world, it's probable that the game would just have to cut down significantly on the number of countries, and we would go back to having no aboriginal tags in Australia, or Maori in New Zealand, etc, etc.
 
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