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EU4 - Development Diary - 1st of August 2017

Hello everyone!

I am Trin Tragula and this is the first of the post-vacation Europa Universalis Developer Diaries. As I type this most of the team has begun coming back from vacation (though I am still enjoying the mild climate of southern Sweden for another week) and continued work has begun on the 1.23 patch.

So what have we been up to before and during the summer?

Well, we have for a long time felt that the Near East could do with a bit of a facelift.

In Art of War we gave Arabia and Egypt a much needed overhaul, increasing the number of provinces and expanding the number of countries. As you might remember, if you followed the developed diaries of Art of War, this is something we had great help with from the map modder @CanOmer .

1.8 was a long time ago however, and the general level of detail in many regions have changed since then. Over time we have come to feel that the setup could be much more detailed than we wanted back then and that some of the decisions we had taken in terms of how to portray things could be revisited.

Today I will be talking about what was going on in Arabia and Egypt in 1444 and how patch 1.23 will cover this differently from previous versions.


Yemen:
Yemen.jpg

In 1444 Yemen is still ruled by the Rasulid dynasty from Taiz, but the Rasulid rule has been growing weaker. The populous Upper Yemen is under the control of the Shiite Rassid Imams from their capital in Sana’a and to many they would be a more fitting leader for a united Yemen. The Rassids are however in the middle of a civil war of their own, with many different relatives vying for the leadership of the Imamate.
In south-eastern Yemen the Tahirid dynasty has achieved independence, in all but name, from the Rasulids. As they expand their rule towards the coast they seem very likely to soon overthrow their old overlords. Like the Rasulids they are Sunni however, and lack support from the Shia in the mountains.

Compared to the rest of Arabia, Yemen is actually somewhat densely populated and was, in the 15th century, also the source of most of the world's exported coffee. While Coffee is grown throughout Yemen and the Horn of Africa the port of Mocha in southern Yemen is by far the most important port for the export of the roasted beans. This was to become one of the main sources of income for the Yemeni rulers, as well as other powers that came to control the region.

In patch 1.23 Mocha will have a goods produced modifier for Coffee to signify the great importance of this port in the history of the Coffee trade. Yemeni coffee merchants will have to be careful however, as the modifier may be lost if someone manages to export their secret plants to other parts of the world.

To the east the development of the Yemeni struggles are watched with interest by the independent Kathiri dynasty of Hadhramaut and the maritime Sultanate of Mahra. In the north the Sharifates of the Hejaz and Asir as well the Shiite Emirate of Najran bide their time while the Yemenis fight pretenders and eachother.


New Playable Countries in 1444:
  • Aden: In 1444 this tag represents the Tahirids. It starts as independent.
  • Rassids: This is tag represents the Shia Rassid Imams of the Yemen upland.
  • Hadramut: The Kathiri dynasty rules the sparsely populated desert coast to the east of Yemen.
  • Mahra: The Mahra sultanate rules the southern coastline of Arabia as well as the island of Socotra.
  • Mikhlaf: Shiite Sharifate in the Asir mountains and the adjoining coast.
  • Najran: A small Shiite tribal state in the region just north of the Yemen Highlands.

Yemen can now be formed by a country controlling the important provinces of Yemen (to do this in 1444 you will have to destroy the Rasulid Sultanate).


The Hejaz & Central Arabia:
Hejaz.jpg

In 1444 the Hejaz was not a united region. The Sharifate of Mecca, ruled by the Hawashim family, is the strongest state but by no means entirely dominant. Their main contenders are the Husaynid Sharifs, who rule the holy city of Medina.
To the north and across the Red Sea the Mamluk Sultanate is a constant factor in Hejazi politics, and claim to be the protector of both of the Sharifates, often intervening in their conflicts against each other as well as in the appointment of new Sharifs. Historically the Mamluks under Qa'itbay would eventually appoint the Sharif of Mecca as the viceroy of Hejaz, uniting the states by military force.

While know far less of what was going on in detail in 1444 specifically for the inner parts of the peninsula we have taken the opportunity to break up the land into more provinces, making sure that they match the caravan routes used throughout the era. Rather than divide the country in a number of easily conquered one province countries we have decided to keep it under fewer and bigger conglomerate tags.
Najd, with its capital in Diriyah (the future core of the Saudi state), and Shammar, with its capital in Ha’il, remains in control of a wider area in which they represent a number of minor tribes. In the south Dawasir controls a number of the inland oasis and caravan routes.

New Playable Countries in 1444:
  • Medina, representing the Husaynid Sharifs of Medina.
  • Dawasir, representing the Dawasir as well as other tribes controlling the southern routes between Yemen and the eastern coastline.


Oman & Bahrain - Eastern Arabia
Oman.jpg

In 1444 the Omani interior was ruled by the Ibadi Imamate (sometimes called Sultanate) of Oman while the coastal cities of Oman and the Pirate Coast are under the overlordship of the kingdom of Hormuz in the Persian Gulf. This would eventually make the Sultanate a very tempting target for the Portuguese when they arrived in the region, who would choose to attack Hormuz directly to take control over its network of coastal cities.

Further east the Jabrids of Haasa have conquered the coastline, and most importantly the rich pearl fishing ports of Qatar and Awal.

New Playable countries in 1444:
  • Jas - The tribe that would eventually found Dubai exists in 1444, controlling the inland Liwa oasis.

Egypt & Northern Arabia
Egypt.jpg


Throughout the history of the Islamic world, and the history of the Mediterranean itself, Egypt has remained one of the most important regions to control. Egypt was a major entrepôt for cloth, cotton and spices but it was also the greatest exporter of grain and rice in the region and many great cities depended on the harvests of the Nile Delta.
The great dependency on the Nile in an otherwise arid and inhospitable land also means that Egypt has many interesting geographic features.

Both of these are things we felt the game did not properly model so we have taken this opportunity to redraw and re-imagine Egypt in patch 1.23:

More provinces have been added along the Nile and in the Nile Delta and wastelands have been added to limit access between the Red Sea Coastline and the Nile, as well as between the Mediterranean coast and the Nile (you can probably spot the Qattara depression in the screenshot above now).

In order to better show the great importance of the Egyptian grain trade we have added special goods produced modifiers for grain in the provinces of the Delta.
We have also added in more Arab federations in the Syrian Interior and northern Arabia.

New playable countries:
  • Anizah: A tribal federation controlling the inner caravan route between the Hejaz and Syria.
  • Fadl: A tribal federation and a Mamluk vassal with its capital in Palmyra/Tadmor.

That was all for the map and historical setup changes of Arabia and Egypt!

It is our hope that these changes will make the region come alive more and in general be more interesting to play in, with a greater diversity of playable states and a more accurate setup in general.

Next week I will be back to talk a bit about Anatolia and the Caucasus... :)
 
But should Oman have all those ideas if the historical background for them is more appropriate for Hormuz (all of them, I mean, some would be OK, but Oman has 8! maritime effects in their NI)? I guess the few Omanese events could also be revised to fire for Hormuz.

I'm not opposed to that, I just find it weird that Oman shouldn't have it's naval ideas, considering its history.
 
I'm not opposed to that, I just find it weird that Oman shouldn't have it's naval ideas, considering its history.
And I'm not saying it shouldn't have naval ideas, just that maybe no that many of them, especially that, to be honest, this makes their idea set rather weak overall (although at least very consistent).
 
While this is certainly a change in the right direction, I do feel it to be incredibly important to mention that the city of Ïsmir was not called that until all the Greeks were either massacred or forcibly deported in the 20th century. Even in turkish it was known as Smyrna, and that name is ancient, dating back before even the writing of the Bible.

Merely mentioning an anachronism, not trying to cause any flame type wars.

Don't worry, İzmir and Smyrna are actually nearly "same". Name was basically transformed into Turkish. It may stay as Smyrna I believe, but it may be called also as Suğla:
https://en.wikipedia.org/wiki/Sanjak_of_Suğla

It isn't huge deal anyways, there will be Turkish dynamic name for it I am sure.
 
Currently:
View attachment 289236

Edit: actually the gulf culture has another name internally. Screenshot from slightly old version.
I know it's not quite the area under focus, but I feel like the Nubian culture is too large for gameplay and too monolithic for historical accuracy. Perhaps there should be a separate culture for the Fur in the west (same culture group, the primary nation would be Darfur, which is already in the game)?
 
split the damn cyprus. genoa had some land in south as far as i know
Genoa would have dozens of provinces if all of its trading towns and strongholds were to be portrayed in the game. There needs to be a line somewhere and the current portrayal of Genoa is just fine.

These towns were usually lend to Genoa by the means of charters from the local rulers, it gave them autonomy to do their things. It weren't always outright territories the size of a whole in-game province.
 
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I know it's not quite the area under focus, but I feel like the Nubian culture is too large for gameplay and too monolithic for historical accuracy. Perhaps there should be a separate culture for the Fur in the west (same culture group, the primary nation would be Darfur, which is already in the game)?
What do you mean "for gameplay"? There are no nations in the western part of the area covered by Nubian culture. Their culture has no impact on gameplay.
 
What do you mean "for gameplay"? There are no nations in the western part of the area covered by Nubian culture. Their culture has no impact on gameplay.
The Funj appear there and start with quite a few provinces, although its a bit late, they kinda deserve a culture more than the Beja who never had many of their own independent states
 
When will MP Dev Clash continue?
Bjørn said in the dev clash thread that it may start next week, but it wasn't certain.

Hopefully next patch after this one they finally rectify the fact that maori and indonesian are the same culture group! also wouldnt mind new zealand being a seperate colonial nation and christchurch not being part of the marlbourough province...
Splitting Australia and New Zealand into two separate colonial areas would require them getting more provinces I think. Also New Zealand very well could have joined Australia. There were talks about it and afaik then there was some law accounting for the possible admission of New Zealand to Australia. Plus it was from bases in Australia that New Zealand was colonised afaik.

Not saying I'm against the split per se. Just saying that I think that with the currrent province density they would be too small (no idea whether adding extra provinces is warranted). And that in a historical context it does make sense to have them in the same region.

1.23 (name to be revealed later) will be accompanied by DLC (to be announced later)
Interesting. Does that mean you don't do balance patches anymore or is this just a special case?
Nope, the name İzmir was in use by the Ottomans during this period
Which name was used officially by the Ottos and did that vary from the one/ones used among the population?

We've never been to the sea, but our forefathers know how to make ships cheaper and fight better.
Similar arguments could be made for the traditions of several countries. Traditions are not just based on how things were in 1444 (Johan said so himself when explaining why Sweden gets her merc traditions), but also on how things turned out historically in the game period.
 
Hello everyone!

I am Trin Tragula and this is the first of the post-vacation Europa Universalis Developer Diaries. As I type this most of the team has begun coming back from vacation (though I am still enjoying the mild climate of southern Sweden for another week) and continued work has begun on the 1.23 patch.

So what have we been up to before and during the summer?

Well, we have for a long time felt that the Near East could do with a bit of a facelift.

In Art of War we gave Arabia and Egypt a much needed overhaul, increasing the number of provinces and expanding the number of countries. As you might remember, if you followed the developed diaries of Art of War, this is something we had great help with from the map modder @CanOmer .

1.8 was a long time ago however, and the general level of detail in many regions have changed since then. Over time we have come to feel that the setup could be much more detailed than we wanted back then and that some of the decisions we had taken in terms of how to portray things could be revisited.

Today I will be talking about what was going on in Arabia and Egypt in 1444 and how patch 1.23 will cover this differently from previous versions.


Yemen:
View attachment 289094
In 1444 Yemen is still ruled by the Rasulid dynasty from Taiz, but the Rasulid rule has been growing weaker. The populous Upper Yemen is under the control of the Shiite Rassid Imams from their capital in Sana’a and to many they would be a more fitting leader for a united Yemen. The Rassids are however in the middle of a civil war of their own, with many different relatives vying for the leadership of the Imamate.
In south-eastern Yemen the Tahirid dynasty has achieved independence, in all but name, from the Rasulids. As they expand their rule towards the coast they seem very likely to soon overthrow their old overlords. Like the Rasulids they are Sunni however, and lack support from the Shia in the mountains.

Compared to the rest of Arabia, Yemen is actually somewhat densely populated and was, in the 15th century, also the source of most of the world's exported coffee. While Coffee is grown throughout Yemen and the Horn of Africa the port of Mocha in southern Yemen is by far the most important port for the export of the roasted beans. This was to become one of the main sources of income for the Yemeni rulers, as well as other powers that came to control the region.

In patch 1.23 Mocha will have a goods produced modifier for Coffee to signify the great importance of this port in the history of the Coffee trade. Yemeni coffee merchants will have to be careful however, as the modifier may be lost if someone manages to export their secret plants to other parts of the world.

To the east the development of the Yemeni struggles are watched with interest by the independent Kathiri dynasty of Hadhramaut and the maritime Sultanate of Mahra. In the north the Sharifates of the Hejaz and Asir as well the Shiite Emirate of Najran bide their time while the Yemenis fight pretenders and eachother.


New Playable Countries in 1444:
  • Aden: In 1444 this tag represents the Tahirids. It starts as independent.
  • Rassids: This is tag represents the Shia Rassid Imams of the Yemen upland.
  • Hadramut: The Kathiri dynasty rules the sparsely populated desert coast to the east of Yemen.
  • Mahra: The Mahra sultanate rules the southern coastline of Arabia as well as the island of Socotra.
  • Mikhlaf: Shiite Sharifate in the Asir mountains and the adjoining coast.
  • Najran: A small Shiite tribal state in the region just north of the Yemen Highlands.

Yemen can now be formed by a country controlling the important provinces of Yemen (to do this in 1444 you will have to destroy the Rasulid Sultanate).


The Hejaz & Central Arabia:
View attachment 289092
In 1444 the Hejaz was not a united region. The Sharifate of Mecca, ruled by the Hawashim family, is the strongest state but by no means entirely dominant. Their main contenders are the Husaynid Sharifs, who rule the holy city of Medina.
To the north and across the Red Sea the Mamluk Sultanate is a constant factor in Hejazi politics, and claim to be the protector of both of the Sharifates, often intervening in their conflicts against each other as well as in the appointment of new Sharifs. Historically the Mamluks under Qa'itbay would eventually appoint the Sharif of Mecca as the viceroy of Hejaz, uniting the states by military force.

While know far less of what was going on in detail in 1444 specifically for the inner parts of the peninsula we have taken the opportunity to break up the land into more provinces, making sure that they match the caravan routes used throughout the era. Rather than divide the country in a number of easily conquered one province countries we have decided to keep it under fewer and bigger conglomerate tags.
Najd, with its capital in Diriyah (the future core of the Saudi state), and Shammar, with its capital in Ha’il, remains in control of a wider area in which they represent a number of minor tribes. In the south Dawasir controls a number of the inland oasis and caravan routes.

New Playable Countries in 1444:
  • Medina, representing the Husaynid Sharifs of Medina.
  • Dawasir, representing the Dawasir as well as other tribes controlling the southern routes between Yemen and the eastern coastline.


Oman & Bahrain - Eastern Arabia
View attachment 289095
In 1444 the Omani interior was ruled by the Ibadi Imamate (sometimes called Sultanate) of Oman while the coastal cities of Oman and the Pirate Coast are under the overlordship of the kingdom of Hormuz in the Persian Gulf. This would eventually make the Sultanate a very tempting target for the Portuguese when they arrived in the region, who would choose to attack Hormuz directly to take control over its network of coastal cities.

Further east the Jabrids of Haasa have conquered the coastline, and most importantly the rich pearl fishing ports of Qatar and Awal.

New Playable countries in 1444:
  • Jas - The tribe that would eventually found Dubai exists in 1444, controlling the inland Liwa oasis.

Egypt & Northern Arabia
View attachment 289093

Throughout the history of the Islamic world, and the history of the Mediterranean itself, Egypt has remained one of the most important regions to control. Egypt was a major entrepôt for cloth, cotton and spices but it was also the greatest exporter of grain and rice in the region and many great cities depended on the harvests of the Nile Delta.
The great dependency on the Nile in an otherwise arid and inhospitable land also means that Egypt has many interesting geographic features.

Both of these are things we felt the game did not properly model so we have taken this opportunity to redraw and re-imagine Egypt in patch 1.23:

More provinces have been added along the Nile and in the Nile Delta and wastelands have been added to limit access between the Red Sea Coastline and the Nile, as well as between the Mediterranean coast and the Nile (you can probably spot the Qattara depression in the screenshot above now).

In order to better show the great importance of the Egyptian grain trade we have added special goods produced modifiers for grain in the provinces of the Delta.
We have also added in more Arab federations in the Syrian Interior and northern Arabia.

New playable countries:
  • Anizah: A tribal federation controlling the inner caravan route between the Hejaz and Syria.
  • Fadl: A tribal federation and a Mamluk vassal with its capital in Palmyra/Tadmor.

That was all for the map and historical setup changes of Arabia and Egypt!

It is our hope that these changes will make the region come alive more and in general be more interesting to play in, with a greater diversity of playable states and a more accurate setup in general.

Next week I will be back to talk a bit about Anatolia and the Caucasus... :)

Any chance of splitting up the big Eastern Sahara wasteland? Tha atring of coastal provinces in Libya look kind of rough to me, and I think having a wasteland along there might look a little sharper, for anyone that controls that area.
 
I guess Gulf Arabic must be called Khaleeji in the new version, since all Arab culture names are kind of transliterations from Arabic. I hope Basra belongs to that culture group at the start! Even today, Basrawi dialect is closer to Gulf Arab dialects than it is to Mashriqi (or Baghdadi) dialects
 
While these are great changes for the Near East, I'm a bit concerned that some major problems still have yet to be addressed (or at least I haven't seen any recent discussion from devs on them). It seems (keyword) that the priority is on releasing new content over fixing bugs and/or imbalances. For example, the fort bug where AI doesn't have to obey fort zone-of-control and the AI will just walk right through. Also, Ming almost never has a Ming-splosion anymore. With each new DLC we're witnessing power creep not just in Ming, but the Ottomans, Prussia and Russia most recently. It makes smaller nations even more difficult to play than it already was. I find it odd also that the AI doesn't need favors to call it's Allies into an offensive war. These are just a few examples. I merely wish more emphasis was placed on bugs and balance than it seems you do from the outside. These imbalances and bugs can be annoying enough at times that I'll just turn the game off and go play something else.

I understand that DLC = money, and that bugs/balance do not, but with the pace that Paradox releases DLC maybe an alternate system is in order (or should be an option). I understand that Grand Strategy AI, bugs and balance are far more complex than most (if not all) other genres. I think many of the Grand Strategy fans who play your games recognize this as well. For example, I personally would be more than willing to subscribe to Paradox via a subscription (see; Elder Scrolls Online's subscription model) where I could access new content and helped finance bug fixes and balance changes for a flat fee per month. I'm not saying a subscription service is necessarily an answer to the problem to incentivize bug and balance fixes, just an idea -- one of many (VIP, paid mods with curation, etc).

With all of that said, I want to thank you Paradox. You make games I absolutely adore. You've surpassed Blizzard as my favorite developer. Love you all and I hope your summer break was refreshing and relaxing =)
 
Have you made hotjoin?
Do you have made a "normal" exit of sp\mp in the main menu without restart of a game? (The bug with "ghost" players and loss of a chat has appeared from behind it in a game.)
At last, correction of problems of synchronization of different language versions of a game? If handymen it made (MP OOS FIX MOD) of steamworkshop maybe to you it is necessary to make it.
Stand alone the server was completed?
can it is time already be engaged in old bugs. And that already between players, a game not Europa Universalis - "lobby universalis" or "lobby simulator"
 
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While these are great changes for the Near East, I'm a bit concerned that some major problems still have yet to be addressed (or at least I haven't seen any recent discussion from devs on them). It seems (keyword) that the priority is on releasing new content over fixing bugs and/or imbalances. For example, the fort bug where AI doesn't have to obey fort zone-of-control and the AI will just walk right through. Also, Ming almost never has a Ming-splosion anymore. With each new DLC we're witnessing power creep not just in Ming, but the Ottomans, Prussia and Russia most recently. It makes smaller nations even more difficult to play than it already was. I find it odd also that the AI doesn't need favors to call it's Allies into an offensive war. These are just a few examples. I merely wish more emphasis was placed on bugs and balance than it seems you do from the outside. These imbalances and bugs can be annoying enough at times that I'll just turn the game off and go play something else.

I understand that DLC = money, and that bugs/balance do not, but with the pace that Paradox releases DLC maybe an alternate system is in order (or should be an option). I understand that Grand Strategy AI, bugs and balance are far more complex than most (if not all) other genres. I think many of the Grand Strategy fans who play your games recognize this as well. For example, I personally would be more than willing to subscribe to Paradox via a subscription (see; Elder Scrolls Online's subscription model) where I could access new content and helped finance bug fixes and balance changes for a flat fee per month. I'm not saying a subscription service is necessarily an answer to the problem to incentivize bug and balance fixes, just an idea -- one of many (VIP, paid mods with curation, etc).

With all of that said, I want to thank you Paradox. You make games I absolutely adore. You've surpassed Blizzard as my favorite developer. Love you all and I hope your summer break was refreshing and relaxing =)

You hit the head on the nail with that first paragraph. Those are all the most glaring problems in EU4 right now and they have caused me frustration as well.

A lot of the countries that became powers in the Arabian Peninsula are some of the weakest countries in terms of development at the 1444 start date. I wonder how they're going to try and represent history. And I'm excited to see the events involving the rise of the different countries.