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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... :)
 
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.
Firstly, I only ask for NZ to be better represented because it's always colonised by game end. If it were not colonised, They'd be little benefit to changing things.
My suggestion for NZ in EU4 is in my sig but to explain why NZ deserves some expansion:
New Zealand was only partly colonised from Australia. Dunedin and Wellington were all colonised by large influxes of immigration (NZ company). Before there was even any major widespread colonisation, New Zealand was being Governed from Russel(Near Waitangi), and then Auckland.
New Zealand is split from Australia by ~2000km of sea. Not something that is a governable distance.
New Zealand could have joined Australia(The situation you speak of was one sided, leading to the rather famous(in NZ) historical cartoon):
458px-Australian_ogre_1900.jpg

Australia wanted NZ to Join, but New Zealand has never wanted to be part of Australia.
As for adding Provinces:
nz-europe-map2.jpg

We are physically bigger than most modern European Countries. Now obviously giving New Zealand 40 odd provinces is outright insane, but it's current borders in EU4:
V8FYASb.png

Has practically no relation to ANY political boundaries in NZ(except for Southland, but Southland should be part of Otago in EU4, as it was until the 1876):
500px-NZ_Regional_Councils_and_Territorial_Authorities_2017.svg.png

I suggested a kick up to ten provinces at least, enough for the merchant looking like this:
OrzSRMy.png

Note that the Highland province in the North Island needs a little tweaking as I say in my suggestion thread.
 
Firstly, I only ask for NZ to be better represented because it's always colonised by game end. If it were not colonised, They'd be little benefit to changing things.
My suggestion for NZ in EU4 is in my sig but to explain why NZ deserves some expansion:
New Zealand was only partly colonised from Australia. Dunedin and Wellington were all colonised by large influxes of immigration (NZ company). Before there was even any major widespread colonisation, New Zealand was being Governed from Russel(Near Waitangi), and then Auckland.
New Zealand is split from Australia by ~2000km of sea. Not something that is a governable distance.
New Zealand could have joined Australia(The situation you speak of was one sided, leading to the rather famous(in NZ) historical cartoon):
458px-Australian_ogre_1900.jpg

Australia wanted NZ to Join, but New Zealand has never wanted to be part of Australia.
As for adding Provinces:
nz-europe-map2.jpg

We are physically bigger than most modern European Countries. Now obviously giving New Zealand 40 odd provinces is outright insane, but it's current borders in EU4:
V8FYASb.png

Has practically no relation to ANY political boundaries in NZ(except for Southland, but Southland should be part of Otago in EU4, as it was until the 1876):
500px-NZ_Regional_Councils_and_Territorial_Authorities_2017.svg.png

I suggested a kick up to ten provinces at least, enough for the merchant looking like this:
OrzSRMy.png

Note that the Highland province in the North Island needs a little tweaking as I say in my suggestion thread.
How would that prevent NZ from always being colonised before game end or did I misunderstand you and you didn't want to prevent that?

With regard to provinces then I frnakly think there should be more than 10 in a CN, since if there's only 10 then you need to have everything for the merchant thereby leaving no space for competing companies. And with regard to the size then Australia is even bigger. Anyway NZ wasn't really of any importance in the itme frame which is part of why the province count is higher in Europe. Much more countries there plus there needs to be space to maneouvering. And a higher population density.

Though note I'm not against adding more provinces to NZ. In general I always like more provinces, as long as they're reasonable at least. Merely saying that the size argument isn't the best.

As for the 2000 km distance isn't places like Peru and Louisiana then covering bigger stretches in game already?
 
Looks cool! Something I'd like to see, since you mention how Egypt's cities were reliant on the Nile, is for the effects of a good or bad year to be exceptionally visible in game for the Egyptian provinces (so events where flooding causes damages or drought creates famine, but also have it being a very good place to own provinces when the Nile behaves). The latter point is to some degree the case in the game as it is (though Egypt always loses to Turkey...), I haven't seen anything on the former point before (granted, I've never played as the Mameluks, but I've conquered them plenty times without hearing anything about what the Nile is doing).
 
How would that prevent NZ from always being colonised before game end or did I misunderstand you and you didn't want to prevent that?
What I'm trying, and evidently failing, to say is: Unless NZ is not usually colonised in game, it needs to be better represented.
I'm saying I would accept NZ being a mess if It came out more historically - completely insignificant. I mean in real life, UK sent a colonist to Northland in the final years of the game. If NZ was like that frequently, they'd be no point in changing things.
As for the 2000 km distance isn't places like Peru and Louisiana then covering bigger stretches in game already?
For a start those areas are all land, which in itself need to be governed. Contiguous landmass is easier to govern.
But yes, they spread larger than the gap between NZ and Australia - But nowhere near the distance between Western Australia and New Zealand, which is what needs to be considered when governing the area - no colonial region gets even halfway to that distance(Excluding Brazil which gets to about 3/4 of the way)
Anyway NZ wasn't really of any importance in the time frame which is part of why the province count is higher in Europe.
Which is why I said:
Now obviously giving New Zealand 40 odd provinces is outright insane
Based purely on my understanding of the current treatment of NZ, I realise giving it more provinces is a stretch simply because people always think it is unimportant. I mean, I could draw up a EU4 map of NZ with 12-13 Provinces without a thought and with some consideration 15+. I chose 10 to incentivise the Devs to implement it.
My issue with this is while provinces are very necessary in Europe, which is the heart of the game in terms of Power and development, it should not affect the reasonable implementation of other lands, in this case the natural distance between NZ and Australia.

Either way, my primary issues with NZ are that the naming and borders of the provinces are nonsensical. I would settle for renaming and province redrawing, but for now I'll shoot for the stars.
 
@Trin Tragula You might want to turn off colored wastelands for screenshots showing map changes. Otherwise, great DD! Arabia was on the top of my list of "regions that need to be updated in EU4". And boy did you update, 1.23 Arabia looks like an alt-history mod compared to 1.22 :eek:

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.
So, we should look out for this guy and kill him as long as we get the chance?
Frans_Hals_037.jpg

Also Mecca should defenatly have an event every year that adds money or development to the province beacuse of Hadj, or events for all Muslim nations with either Ramadhan or both Eid's that remove war exhaustion.
Special events or modifiers for Mecca would be great! But a yearly event might be too much, since it often would be annoying over the course of an entire campaign.
 
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).

You're not wrong there, although I'd want them to buff naval ideas by making the naval gameplay actually useful. Not sure how possible that still is. EU4 is aging and some systems might require a complete rethink.
 
Looks great!
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.
In a post a while ago, you mentioned the difference between designing from the perspective of a developer (who can ask for changes to the engine) vs. a modder (who has to work with the systems in place.) As a modder there are basically 4 ways of approaching this sort of situation you describe here (which happens in many places, e.g. west Africa but also Indonesia, and the Americas):
  • A modder can merge several small polities into one larger one, which saves tags and provides large-scale wars from 1444 but completely changes the strategic decisions a player in the area has from the ones historical rulers had (a lot of this currently in West Africa).
  • A modder can represent the area as lots of one-province minors, which is superficially accurate to the historical situation in 1444 but are, as you say, easily conquered, leading to simpler strategic situations (e.g. the Great Lakes of Africa region).
  • A modder can represent the area as colonizable provinces, which makes the area easy to annex for polities that have access to colonists and impossible (barring events) for polities that do not (and the events will generally start colonizing of a random province, not a province of the player's choice)
  • A modder can represent the area as a mixture of small minors and colonizable provinces (currently done in North America and Indonesia)
It would be nice to have better tools to represent these areas.

Perhaps decisions which would give a country a one-use only ability to start a "colony". Provinces that are owned by a tag, so they contribute to trade, but larger/outsider countries need to use the colonization mechanics in addition to the conquest mechanics in order to annex them - without a colonist, the conquerer's armies pass through the province as if it were owned by the NAT tag. "Native" rebels who, if successful, return a province to an uncolonized state. Or something.
 
Its been a while somce I've played eu. Are the Ottomans still ridiculously op, with an army at least twice the size of the next strongest country?
If they've been toned down a bit I might actually reinstall eu4 to try a new mamluk game
 
Its been a while somce I've played eu. Are the Ottomans still ridiculously op, with an army at least twice the size of the next strongest country?
If they've been toned down a bit I might actually reinstall eu4 to try a new mamluk game
They tend to lack behind in the late game a bit. You could always ally and feed Russia a s an European faction, but now with the new provinces and vassals of the Mamluks I think they have a good chance to survive.
 
problem is that the Ottomans tend to ally Russia
Really? They always hug France in my games. And yeah, just as OP as ever, althought with the new and improved AI braindead rush towards capitals they tend to suffer heavily from attrition.
 
I like the new map look, looks good. :)

Though those Hormuz changes, wow! The power dynamic between Hormuz and Oman seems to have completely flipped.
 
Really? They always hug France in my games. And yeah, just as OP as ever, althought with the new and improved AI braindead rush towards capitals they tend to suffer heavily from attrition.
sucks that they're still that strong, kinda negates all the cool changes to the region, because most of the new countries will be pretty much impossible for players like me who arent that great or dont like countries that mostly depend on luck.
Here's hoping that the changes to Anatolia will encompass splitting up the turkish culture and removing it from the arabic culture group