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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... :)
 
Well, I hope the will make a rework of the Janissaries and the "disaster". At the moment, disaster is misleading, since one can just overcome it with clicking a decision.
An Ottoplosion (= massive rebellions everywhere) would make the region a lot more playable and enjoyable, and for Otto players there would be a challenge in mid to end game.
 
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.

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)

Which is why I said:

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.

I perfectly understand you and completely support your idea. In my opinion, there are no "unimportant" lands (except for uninhabited areas like wastelands and deserts): every piece of land (ideally) should be as detailed as possible. The only problem is that Paradox fail to add provinces to the region in a themed content pack (like ugly Ruthenia in "Third Rome"), leaving even some parts of Europe in as bad shape as they literally were in Art of War expansion.

I suppose that your proposals won't affect anything for years (like mine ones).
 
I'm unsure if this new landscape will make my Ethiopia campaign easier or more difficult, wrt taking over the Nile and pushing back the Ottomans.

Great changes in any case, thanks! Looking forward to some interesting achievements with the new tags.
 
For god sake, will you ever stop with the DLCs? Just fix the existing bugs!
to me it is unclear too why all rejoice to "cosmetic" changes here. All this handymen in steamworkshop and not on couple of provinces and countries for a patch can. And here key game problems which handymen can't correct for some reason developers close eyes.
 
Copy part of my previous post*
Coast of Asia Minor
Izmir ,Biga, Menteshe,Kocaeli and another province of Anatolia was settled by greeks in 1444 by 1923 (population exchange between Greece and Turkey)
This province (maybe more but this necessarluty) must become 1) greek culture 2) Ortodox 3) Byzantine cores
please think abou this :Р
 
Mild to say the least, what was it two three days since we had that thunderstorm?
Anyway on to the dev diary. You are reinventing the region again? That is so awesome, I do prefer Ck2 as a game but when it comes to map and history updates you are way ahead of the ck2 team, I have been tryign to get them to add wastelands in the inside of the fertile crescent for ages...
Anyway this seems really good, I only have two concerns.
1. Some of these areas are very sparsely populates and should really come with way more attrition than just desert. Perhaps you should consider adding a "deep desert" province modified that makes attrition more severe for everyone but the holder? Or wait scratch that make it "hostile environment" and you can use it for any province which is a harsher form of another terrain type.
2. All these extra production province modifiers, the fish thing in Lund, the grain thing in egypt the coffe thing in Yemen the copper thing in Sweden (there's a thing in austria too right?)... isn't it time to give a real economic system another shot instead of having this many province modifiers with events creating them and removing them and so on? I'm not saying this patch but you really should have someone on the job of seeing if they can make a dynamic trade end economy system work.

But other than that, I love the attention to detail that goes into the map and history setup. It's a shame the game is a repetitive blobfest once you unpause it, with half of these wonderful interesting tags being conquered and gone inside of a century.

Didn't EUIII have an economic system like the one you are proposing? I remember there being some supply/demand built into the trade system, but I could be wrong. EUIII also felt less blobby to me. Ahhhhh the good ol days :D
 
Avid player of this great game but I have a suggestion:

The internal politics. Especially for the republics it would be great to have an extra tab for political chamber control by faction/party instead of the bill by bill system that the parliaments have now. When your Consul's/ President's party matches the chamber majority party the bills could be easier to pass, if they don't match then they'd be harder. Also for the English Monarchy there's no Prime Minister, which could be a special fourth adviser slot?

Also whilst I'm here, how about some "flag packs" with more emblems, designs and colours? The customization is detailed but it could be better as there are real historical flags I've tried to replicate in the custom nation feature without luck due to this limitation.

But yeah the internal politics could be more interesting !! Thanks
 
The new changes look excellent!
I'm surprised and pleased that the Devs are looking to improve the Caucasus. I hope they have at least a bit of a look at my suggestions for Georgia in this thread - it contains lots of events, dynamic names, and trade good and terrain changes, as well as a couple of new NIs: https://forum.paradoxplaza.com/foru...gia-changes-for-flavour-and-accuracy.1037138/
I don't want to spam people or hijack threads, but given that the Caucasus is very much on the agenda I thought I should point it out.
 
I'd really like if more formable nations had at least tier 2 idea sets. I think it'd be more interesting on a world stage too if a country (such as Nubia, Yemen, etc.) that had to be formed could be a reasonable challenger rather than the typical 10% infantry combat -10% attrition +5% trade efficiency +2.5% movement speed -10% stability cost stuff.
 
Will the Horn of Africa be recieving stuff in a different patch? It's connected and it's the only place in the world to have jewish provinces, so I can't wait to see it do anything. Literally anything. Most other faiths recieves a cool mechanic, but this doesn't.
 
I appreciate the area getting some much needed attention, but in all honesty it looks like a modder's change to the world, not a developers. I mean that in the sense that the borders seem unnecessarily wobbly/bubbly. I still do appreciate this change, but I hope the map will be getting some revisions along the way.
 
I appreciate the area getting some much needed attention, but in all honesty it looks like a modder's change to the world, not a developers. I mean that in the sense that the borders seem unnecessarily wobbly/bubbly. I still do appreciate this change, but I hope the map will be getting some revisions along the way.

You mean you want the borders... straighter?
 
Please, can yours changes memluks ideas, and add mini buffs? memluks defeated mongols on ayn calut and crusaders, but i cant see that power on the game, sorry for my bad english