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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... :)
 
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
Early eu4 did have it too, they removed it in favour of the current system because the old one didn't work as well as they'd like. But now that they are ending up jumping through hoops to show exactly that I think that they might consider giving it another try.
 
Your time would be better spent finally implementing a robust disease mechanic that models the affect of diseases at this time. The spread of plagues was the single biggest factor affecting this time period. If your truly going to represent this time period, you need to address this issue. Otherwise your game will continue to inaccurately reflect this time.
 
Your time would be better spent finally implementing a robust disease mechanic that models the affect of diseases at this time. The spread of plagues was the single biggest factor affecting this time period. If your truly going to represent this time period, you need to address this issue. Otherwise your game will continue to inaccurately reflect this time.
Not much point without a real population mechanic.
 
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
I think Mamluks need to start the game in a sort of... recoverable position.

Their ideas, development, and kings should all be strengthened, but they should get Hungary level negative events they have to somehow overcome until the Ottomans come rolling in to crush them.

Their ideas should also make SOME mention of the fact that they were some of the first (or actually the first) users of firearms on the battlefield. Even if their ambition is just +10% fire damage.
 
I'm hoping they buff AQ astronomically. Not long after game start they conquer all of Persia and much of the middle east
 
I'm hoping they buff AQ astronomically. Not long after game start they conquer all of Persia and much of the middle east

More than anything QQ (and the Timurids) need some serious changes. This part of the world during this time period really doesn't work well with EU's concept of how state control works. CK2 would be a much more accurate system for representing how the wars, civil wars and governance of the states which are represented by the QQ and Timurds for about the first 50 or so years of the game, because what basically happened was the CK2 equivalent of a huge empire (the Timurids, which included all of the territory under AQ and QQ as the game shows in 1444) having a gigantic messy civil war with tons of states declaring independence and then warring amongst themselves in the middle of it.

I'm very slightly hopeful that this update will address this issue, if nothing else you could borrow the Japan mechanics with a few small changes and get something which would work moderately well. Timurids as a moderately-sized state based around Samarkand replacing the Shogun, with lots of vassals in Iraq, Persia, Afghanistan etc; under such a system, the AQ would likely be one of the strongest vassals and would actually have a decent chance of expanding.
 
Could we see a trade good map of the region soon?
 
More than anything QQ (and the Timurids) need some serious changes. This part of the world during this time period really doesn't work well with EU's concept of how state control works. CK2 would be a much more accurate system for representing how the wars, civil wars and governance of the states which are represented by the QQ and Timurds for about the first 50 or so years of the game, because what basically happened was the CK2 equivalent of a huge empire (the Timurids, which included all of the territory under AQ and QQ as the game shows in 1444) having a gigantic messy civil war with tons of states declaring independence and then warring amongst themselves in the middle of it.

I'm very slightly hopeful that this update will address this issue, if nothing else you could borrow the Japan mechanics with a few small changes and get something which would work moderately well. Timurids as a moderately-sized state based around Samarkand replacing the Shogun, with lots of vassals in Iraq, Persia, Afghanistan etc; under such a system, the AQ would likely be one of the strongest vassals and would actually have a decent chance of expanding.
Ck2 is more accurate for pretty much everywhere in the early eu4 era. And ironically not that accurate for the early ck2 era.
The feudal system really should be a thing in europe too up to charles the second, or the reformation, or even the end of the thrirty years war.
If Ck2 had a colonisation mechanic I would basically never play eu4 again.
 
Will you guys ever update the map graphics overall like you did in Devine Wind?

The EU3 Divine Wind map change ( increasing the size of the map files while basically making no major changes to the working of the map in game ) was a major disaster for mods in EU3. Changing the size of the map files made the mods have to start over with their maps. The result was that the mod forum went inactive for months and several large popular mods like the Whole World mod died for no good reason. As part of the changes Paradox also changed how the province.bmp file was saved with North at the top rather than the bottom - having no impact in game - but breaking all the mod map tools for no reason - some of which were no longer being updated by their authors.

If something major like that is done again it should have a very large major game improvement reason other than minor graphics changes.

Even if you do not use mods - why ruin it for the people that do? Again there should be some major major game improvement before something is done to hurt so many people. If the game ran twice as fast and at the same time could handle 10 times more provinces with out slowing down then maybe.

Its hard to describe the pain the mods had to go through - lots and lots and lots and lots of time and effort to fix things just to get back to basically to where we started with no major benefits. I know I did a lot of map fixing over several months. You can not simply resize a map - the province borders no longer look smooth and people noticed and kept asking why do things look strange and the reply was because we do not have time to redraw every single last province by hand....... Sorry it stills hurts......:(:(:(
 
Ck2 is more accurate for pretty much everywhere in the early eu4 era. And ironically not that accurate for the early ck2 era.
The feudal system really should be a thing in europe too up to charles the second, or the reformation, or even the end of the thrirty years war.
If Ck2 had a colonisation mechanic I would basically never play eu4 again.

Well yeah but it's particularly bad in the greater Iran area, where virtually all the provinces are nominally under Timurid control but during the first few years of the game become de facto independent under various (non-culture-based) local tags. EU is totally incapable of handling this kind of arrangement, unless I guess you just start off the Timurids with a ton of rebellious vassals? Or as I said earlier hijack the Shogunate system.
 
Well yeah but it's particularly bad in the greater Iran area, where virtually all the provinces are nominally under Timurid control but during the first few years of the game become de facto independent under various (non-culture-based) local tags. EU is totally incapable of handling this kind of arrangement, unless I guess you just start off the Timurids with a ton of rebellious vassals? Or as I said earlier hijack the Shogunate system.
I think most empires in the game should have a system, like the HRE, the Emperor of china, the shogunate, and so on. The timurids could have one, too. Perhaps the golden horde, the kaysar-i-rum (just because the ottomans pretty much held it the entire game period doesn't mean that it couldn't have been any other turkish dynasty who did), sapa inca, and probably more I haven't yet thought of.
Empire level titles are important and each should come with their own set of mechanics, depicting what was going on in that region at that time.
 
Well yeah but it's particularly bad in the greater Iran area, where virtually all the provinces are nominally under Timurid control but during the first few years of the game become de facto independent under various (non-culture-based) local tags. EU is totally incapable of handling this kind of arrangement, unless I guess you just start off the Timurids with a ton of rebellious vassals? Or as I said earlier hijack the Shogunate system.
Maybe there could be some Netherlands like events