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EU4 - Development Diary - 21st of September 2021

Hello and welcome to the 3rd Dev Diary for the content of the Sub-Saharan region. Today we shall take a look at the Horn of Africa - at Ajuuraan and Ethiopia to be more precise.

We start off with Ajuuraan as they have the smaller mission tree. Ajuuraan is one of the Somali clans in the Horn and is known for its impressive irrigation system, for its unique position as a theocratic clan state, as a trading nation, which had its merchants active in India and Asia, and even as a winner against Portuguese aggression. The mission tree for Ajuuraan reflects these traits, focusing on both the military strength and the trade power it possessed.
dd_aju_mission_tree.png

The most left row focuses on the trade aspect of Ajuuraan. A theme of this row is the importance of Mogadishu as a center of trade and its minted currency. After annexing Mogadishu you get access to the "Gain Gold Access" mission. The requirements of it seem easy enough: just have a gold province. However, the mission can also be completed diplomatically by allying and having 100 opinion with a country which happens to have a gold province. If you finish the mission diplomatically, your ally will receive an event, which will ask them to supply Ajuuraan with their precious metal. They either can choose to refuse, giving mercantilism for the ally, or accept the deal, reduce their own Global Trade Power by 5%, but increase Goods Produced by 5% and reduce the inflation by 0.05 for 25 years.
In exchange, Ajuuraan will receive an acceptance or refusal event. In case of acceptance you get 0.25 years worth of income, increased Global Trade Power by 10%, increased Trade Power Abroad by 25% and increased inflation of 0.05 for 25 years.

The Trade Power Abroad might seem a little bit off, but it will come in handy for the next mission "Trade with India", where you need to have 5% Trade Power in any of the Indian trade nodes. Achieving this mission will trigger the "The Merchants of Ajuuraan" event for all countries which have their capital in India:
dd_aju_trade_event.png

Note: The AI will always expel your merchants if their attitude is either outraged, hostile or rival to you.
Additionally, Ajuuraan gains in every Indian Trade Node, where they had at least 5% Trade Power, +10 Trade Power for 25 years too.

Afterwards your trade row branches into three directions, where you need to have an active merchant in Beijing, good relations with Dong Kinh and have 5% trade power in Moluccas. My personal favorite is the event for the Emperor of China when you finish the mission "Trade with the Dragon":
dd_aju_giraffe.png

Note: a proper event picture is currently work in progress by our great artists. The picture you see right now is just a placeholder.
All the trade missions interact with the countries in their respective trade nodes while the rewards for Ajuuraan itself are more moderate like cash, mercantilism and monarch power.

The right side of the mission tree is more focused about the military and the conquest with the end goal of consolidating your region. They are quite self explanatory, so I will show you how the end result of all the conquest missions should look like if you only take the claims from the mission tree.
dd_aju_all_claims.png
While I am at it: we did not forget to use this opportunity to showcase one of the formables we will add with the patch:
dd_aju_somalia.png

Note: Final color might change later as Somalia's blue clashes too much with Ethiopia's blue.

Finally one last thing: Ajuuraan is well known for its hydraulic constructions, which they used to enforce their power in their provinces. To represent the importance of these wells and the Ajuuraan efficiency in creating them, the mission "Hydraulic Expertise" grants Ajuuraan the estate privilege "Hydraulic Rights":
dd_aju_hydraulic.png


With that said, let's move on to Ethiopia, the empire of the legendary Solomonid dynasty.
dd_eth_mission_tree.png

The mission tree of Ethiopia has basically 3 major parts: the Liberation of the Copts in the Middle East, the legacy of the Aksumite Empire and the contact with the Europeans.
Let's start with the most basic one: the rightmost missions, which are about the Aksumite Empire and surpassing its old territory. These missions are quite conservative as they give you permanent claims over the whole Horn of Africa eventually and even some permanent claims on Arabian provinces, which are part of the Gulf of Aden trade node. The "Centralize the State" mission is more interesting though, as it requires that you reach the 6th tier of the government reforms or that you abandon your starting government reform.
dd_eth_gov.png

And well, I have to give credit where credit's due. The Itinerant Capital mechanic and the Ç̌äwa regiment (the game doesn't like the Ç̌, so we had to settle with "Cawa") are heavily inspired by ajsieg incredible suggestions.
Around the start of the game, Ethiopia will receive the following event, explaining the starting situation and the drawbacks of their moving capital system:
dd_eth_issues.png

To combat the issues caused by this modifier, the Itinerant Capital has a special mechanic attached to it: provinces of the capital area always have the following modifier.
dd_eth_capital_area.png

It should also be mentioned that for 5 years after moving your capital you get +1000% Move Capital cost modifier, so make sure you make the best out of it.

To get rid of this nasty modifier you have to complete the mission "Centralize the State", which fires the following event:
dd_eth_perma_captial.png

Of course you can choose to keep your current government reform. Both cases will remove the modifier and you can later choose to switch to the Solomonic Empire.

Ethiopia history has a lot to offer, and as such we couldn't forget the legendary war between Adal and Ethiopia, which almost brought doom upon Ethiopia if it wasn't for the Portuguese. As such we tried to recapture it with a few flavor events for both Ethiopia and Adal.
Now, here is the deal though: The Ottomans, the ally of Adal during this war, look usually like this in the test runs
dd_eth_ottomans.jpg
Meanwhile, the Ethiopian ally...
dd_eth_oof.jpg
Because of this limitation + the usual tendency that the Iberians won't reach Africa we have decided to recapture the spirit of this war through military aid in the form of mercenaries.
For Adal that means they get the following events should they be at war with Ethiopia while the Ottomans exist
dd_eth_adal_help.png

Around 2 - 5 years later, Ethiopia receives the help of the Portuguese - if they are still alive that is
dd_eth_ethiopia_help.png

The Janissaries have -10% Shock and Fire damage received, while the Portuguese have +5% Discipline and +10% Infantry Combat Ability. Both merc companies are a little bit cheaper than the usual mercenaries, so it is advised to use them.

Speaking of units: the second mechanic Ethiopia receives are the Ç̌äwa regiments. Right now you recruit them in your states like Janissaries, but without the requirement of being limited to heathen provinces. The amount of Ç̌äwa you can have is dependent on the development of your provinces, which is about 0.125 regiments per development (+ some other modifiers).
Recruiting one regiment costs 10 Mil Power right now (value might change later on).
dd_eth_cawa.png

Figures for the Ç̌äwa and their privilege are not final, we're still waiting on some more modifiers which will give me more options to fine-tune them. Also, we are not entirely sure what color we want to give them just yet, so they are blank for now (I personally considered yellow for their color as it is part of the Ethiopian flag + it is free to take). I am open for suggestions though.

Other highlights of Ethiopia:
  • A small event chain triggered by "Create the Ethiopian Navy", where a small fleet sails along the Nile and reaches the Pope
  • "Modernize the Army" allows you to switch your unit type to "Western Units"
  • "Train the Cawa" unlocks Noble privileges, which reduce the amount of available Ç̌äwas in exchange for global modifiers. Right now, there are two mutually exclusive privileges, which reduce the allowed Ç̌äwa by 50%, but either reduce global unrest by 1 or increase Siege Ability by 5%
  • "A Blessed Empire" is the only permanent modifier, giving -15% Stability Cost and +3 Tolerance of Faith
Before finishing the Dev Diary for good, let's look back at West Africa for a moment: After doing some research, we took some suggestions from the forums done after the last DD, so we have been working on a rework of starting setup (although with no new provinces, as you already know).
dd_eth_west_africa.png
The Mossi Kingdom has been split into 3 realms now: Yatenga, Fada N'gourma (also known as Gurma) and Wagadugu. Additionally, the ahistorical state of Macina has been annexed by Mali, although we're working on a better balancing of this area, as Mali may be a bit overpowered with this extra provinces. Also, on every Bambara province there is now a Segu core. The event "Emergence of the Fulani" allows you now to switch your country to Fulo and the event "The Ashanti" allows you to switch your country to Ashanti.
Also, Songhai's decision "Focus on a Professional Army" now costs 75 mil power instead of 200 per ruler and the Songhai mission tree has seen some QoL changes:
dd_mystery_missions.png

By hovering over the triggers and effects you can read what the eventual branches would request of you if you select any of the two paths.

That's it for today. I hope you enjoyed the Dev Diary.
 
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Really enjoyed this Dev Diary! Ethiopia have always been one of my favorite nations to play and I really look forward to playing them again when this DLC is released.

Also from the aspect of a modder, how much can we modify the Cawa units? Will we be able make them stronger like Rajputs or will they be more fixed? Rajputs if I recall can have their morale increased by +5% via a estate privilege

Edit* I somehow managed to skip over the ‘Train Cawas’ mission rewards so this essentially answered itself! Will Cawas possibly be extended to also be spawnable Cavarly and Artillery units?
They are only Infantry. For now we don't intend to expand them to cavalry and / or artillery.
Im very impressed by the work that went into this.

This looks great.

With the addition of Cawa units, I assume they are a custom unit type such as the Yuan Banner Units, Streltsy and Janisaries.

Will modders be able to add in our own custom units now?
Question; Would it be possible to un-hardcode some stuff the base-game has such as unique units and adding new trade company investments ? I am sure modders would love to get their hands (me included) on some of these mechanics, and deliver fresh content for years to come.
I may not always agree with your direction choices but today you are absolutely correct. Cheers and thank you for your hard work.

Big Boss
Funny story, I requested a way to enable scriptable unique units too. I later learned though that the unique units are very hardcoded and as such it is sadly not possible to make them a scriptable feature for modders.
Hi thx for this great dev diary looks very interesting I just have a few points if you don’t mind

Ethiopia already gets a overpowered event will that be removed ?? (The one that gives +5 discipline)

the Oromo migration completely changed Ethiopia will that be included in the game

and finally Will the holy city of harar (developed more during the games time) be increased in development as it was crucial in the battle against the Ethiopian and Oromo invasions

1: is there any mission tree or development buffs for Adal as currently it gets absolutely destroyed by Ethiopia , I understand the merc event but Ethiopia starts with double the troops of Adal

Adal conquered nearly all of Ethiopia

2: south western Somalia is home to a very fertile river but in the game it is arid/desert is there any plan to change it

3: is there any support for adding more development to the Horn of Africa to make up for the fact that no new provinces will be added ? Cause it is laughable how low value the ancient trading city states on the coast are

there are provinces in the jungle of the Congo and the Great Lakes with more dev then cities which had extensive trading history with nations as far as China
thanks
1. I do have some plans for Adal, let's say it so.
2. The climate in Horn of Africa was something which bothered for quite some time. You can expect to see some changes there.
3. We are considering development changes, but right now we have nothing concrete right now. But it is on our radar.
:eek: <3

I want to give my sincerest thanks to the dev team for this DD. I am honored that elements of my suggestions have made it into vanilla.

I love the new content. I don't have much to add on it. It's a good representation of both states.

I will mention a couple quick things:
1. I am not sure if the Somalia formable should be based on the Dervish State or not. There's an argument for either way. A formable for Somalia is hard, as Somali clans fought against each other constantly. Only strong rulers were able to make them coexist (Adal and Ajuuraan).

2. Yellow is a fine color for Cawa. I don't have any info on their colors/attire, so any color from their flag is good.

Thanks again!
Ajsieg
I really enjoyed your suggestions a lot, and as such I am happy we were able to implement some elements of them in the next DLC
One question @Ogele, will there be mission tree for Nubian states?
Maybe.
Great dev diary. Thanks for that.

Some Ethiopian questions:
1) Any chance for a better look at their national ideas? They are quite bad currently.
Breakdown:
The good: +10 Infantry combat ability -> Good bonus, but low amount and the only combat bonus ethiopia receives
+1 Missionary -> Personally, the best national idea they have when playing expansionist.
-10% Core Creation cost -> Great modifier, low amount of it
+20% Fort defense -> Decent bonus that makes your troops siege the enemy faster in comparisson to your opponent's.

The ok: +1 Diplomatic reputation -> Useful, but low bonus. Could be two
+1 Yearly prestige -> Copts already have a ton of prestige generation. It's useful at the start. Useless from midgame onward


The bad:
-10% land attrition
-0,05 autonomy -> subject to change with the new governement reform. Ethiopia already starts with Empire status, so already has -0,05 as inherent bonus as well as now that we're building courthouses everywhere autonomy is just not an issue anymore. Currently it's about as useful as female advisor chance.
+1 Yearly legitimacy -> With the new heir mechanics, a heir with bad legitimacy is pretty rare. It's usually a 'do nothing' kind of modifier.
+50% chance of new heir -> In my 4000 hours it's not something I've once felt like I missed. Getting new heirs is mostly capped on your prestige generation rather than heir chance.

My biggest pet pieve is that they're not really great at anything. Warfare? Trade? Internal stability? Development/playing tall? Diplomatic game? All nope. Ethiopia is strong (and fun) because of their unique position. Give them something unique to play with. More religious focused maybe?

2) Any chance for a coptic monument? Currently it has nothing. Maybe a rework for their holy sites akin to Jerusalem?

3) The events that give +5% AP, while great, don't forget that hiring a company also gives a -5% AP hit. So it's kind null-and-void for any country with low AP.
1. Personally I do kinda like Ethiopia's ideas, but I can see reasons to adjust them. If we have the time we will consider balance changes on some national ideas.
2. That's a question I will have to avoid fow now. Sorry.
3. That's why you get the +5% AP in the first place. Though I am working on a script solution to allow to hire some mercs without the -5% AP. Can't say much to it though because it is still WIP.
Looks really good all in all.

Two quick questions concerning modding tho:

- Will we have access to a National Prosperity Growth modifier?
- Is the "-50.0% Dev Cost in X/Y/Z terrain type province" a new modifier, that either dynamic with all terrain type added/that you need to define (like the estate loyalty/influence modifier), or something more classic, like applying/removing the modifier in on_province_owner_change on_action?

Thanks for taking the time of reading me o7
1. Yes
2. It's not a global modifier but the very classic "apply/remove modifier in on_province_owner_change" on_action.
Janissary mechanic should be applied to north African countries if puppeted (or maybe allied) by Ottomans. It is nice.
Hmm... I like this idea.
@Ogele i dont know if any of the devs had even thought about this but i think it would be pretty nice if special units like janissaries, rajputs or revolutionary guards could be made better to mod in the next patch aswell. So you could make new ones for mods
As I mentioned, they are way too hardcoded and rigid to be accessible for modders unfortunately.
@Ogele I know you said the numbers are not finished, but in the current state the Ç̌äwa regiments seem borderline useless(no way the reinforcement cost and mil mana cost can justify such a small bonus like 5% disci), which is a shame since I really love the idea of having specialized regiments, so I hope that you guys can improve this part a bit
The rest of the DD seems to be great ^^
In the state of the DD they are borderline useless, yes. I am currently playing with some modifiers and try to make the unit "feel good to play with" while still having a considerable drawback attached to them.
Ah - and for the west african part. Maybe it would be an idea to add a penalty for every "non african" troop traveling through an inland african province (at least near the sahara) for the first 200 years, as the big rivers haven't been explored way after the games end. Maybe a lower supply limit, or/and a way higher attrition modifier for every non african country? (The player could be informed by an event when they send some troops the first time on an inland province) - like the "sahara desert is harsh and our european troops will suffer from illness etc."
Maybe something compared to the monsun events, this would be really handy for the flavor of the africans to get more events like this

Thank you @Ogele
I like the idea on paper. However, I am not sure if we can find a proper way for the game to make a difference between European troops and native troops so that only one of these are affected by the bad effects of the inland African provinces.
As one of the very few nations that can go Jewish, is that possible future for Ethiopia reflected in the mission tree? Jewish Ethiopia was one of my fav challenge-type runs, so will the "gideon's revolt" and "convert the jews" be changed so that if you accept gideon as your new leader, the next mission changes to "convert the Coptics" maybe?
The "Convert the Jews" mission has been renamed into "Secure Religious Unity" in order to cover alternative ways to play Ethiopia. For your suggestions: I consider them when we have the time for adding more content to Ethiopia.
I also like the suggestion of the disaster @ajsieg made in his thread, hope there will be also some mid and lategame desasters here :_)

New Disaster:
Ethiopia - Zemene Mesafint:

From the mid-1700’s, Ethiopia reflectively lost all central authority and dissolved into many state-like vassals. This fracturing would last well past Eu4’s timeframe until Tewodros II restored order. This disaster in Eu4 will mainly be built for the AI, as it is designed to be particularly nasty.

Summary:
Ah yes, the Zemene Mesafint disaster. I do have the disaster on my list of "Nice to have" content. The thing with the disaster is that it is designed for the late game + the nature of the Zemene Mesafint disaster makes it a complex matter as it needs to be a
a) threatening disaster
b) real challenge for the player who potentially has grown to an empire with > 2k dev easily
c) but not too challenging that it outrights murders the player
and d) should cripple but not kill the AI
Because of all these factors I decided to give the disaster a lower priority even though it is, indeed, a very important and bloody period of Ethiopian history.
I don't like the Itinerant Capital feature in it's current form, and here's why:

Areas in EU4 are the equivalent of states. There are 17 areas in the Horn of Africa region, and in Ethiopia's starting lands, you and your vassals are already present in 6. If you stick to these 'core' lands, that's still 6 areas to ping-pong in. With no expansion at all. Provided you conquer Kaffa (which in normal games you would), and start expanding into the Nubian nations + Adal, you are going to be in 10+ areas already.

The decentralized state debuff gives you a floor of 15 autonomy outside your capital state, with autonomy growing by 0.2/month or 2.4/year. The capital state removes the floor (but you already have 0 autonomy in your capital always, anyway) and decreases autonomy by 0.25/month or 3/year. Which basically means that in the 5 year window you get 14 autonomy outside your capital states, and remove 15 if you next move there.

Now, even if you stick to your 'core', starting land, as mentioned, you are present in 6 areas. Which means that after 5 years, 5 of them will sit at 29 (15 floor + 14 accumulated) autonomy. You move your capital to one of those 5, after 5 years your starting one will be at 29 (got the 15 added back + grown 14), your current one at 0, and 4 of them at 43.

You move your capital to one of the 43 ones, it removes the 15, decreases another 15 in the course of 5 years. You are left with 13, one area with 29, the other 4 at 57. Repeat ad nauseam.

Couple that with the fact that to remove the debuff you need to reach your 6th government reform. What is government reform progress based on? That's right, average autonomy. So you basically get ever diminishing returns while you are waiting around it grow to get rid of the debuff.

And you haven't expanded at all! You are just sitting around in your poor starting land, which gets even poorer because of the high autonomy. Good luck getting to that 6th reform before 1600. Sure, you can decrease autonomy with 25 every 30 years, during which you gain 84 in every state outside your capital, and you'll also have to fight with rebels with your increasingly smaller force limit, manpower pool and income.

You see where I'm going with this? It's not feasible to use the mechanic, and you haven't even expanded. You'll be annexed before you can even dream of your 4th government reform, not reaching 6.

If you expand, it means more land gets the debuff, resulting in even slower government progress gain. Any sane player would switch out of this government type as soon as they hit 50 reform progress.

Maybe it's salvageable as a mechanic, by not giving the +1000% cost to moving your capital in those 5 years or seriously decreasing the autonomy debuff, maybe to 0.02/month instead. Otherwise it's just not viable.
Just to remind here: the modifier is Ethiopia only and it gets removed when you finish the "Centralize the State" mission. The mission also enables the Solomonic Empire, but you are free to stick with your moving capital without having to suffer from the autonomy threat.
On a side note: The global minimum autonomy had to be removed later on when we realized that we cannot let the local minimum autonomy override the global one without breaking other crucial parts of the game like autonomy for territories and such things.
@Ogele Will all the new mission trees be presented in these dev diaries? Or only the specific ones?

I fear there will be many important missing TAGs in this content pack. For the present area I think about the Sennar Sultanate, Adal and Nubian/Sudanese minors. But also for Western Africa: Sokoto, Hausas and Bornu. By the way, I like the fact that the map will see minor changes, you should just rethink about Dahomey Kingdom being on the map in 1444.

Overall, what I see looks engaging.
The dev diaries will present mission trees, which are the "highlights" of the DLC. There are a few more mission trees in the making.
Was the old "help from the west event removed"?
No, but the event has been nerfed significantly.
Good missions trees, the flavor of a Ethiopia and Ajuuraan playthrough will be satisfactorily increased and the migratory capital is very interesting.
I would like to make only two reminders:

1- A few tags in East Africa remain using "Generic National Ideas", these tags are the small tags south and southwest /southeast of Ehtiopia, tags like: Damot, Ennarea, Hadiya, Janjiro, Shewa (a releasable tag), etc.

2- Funj tag is not present in the map in 1444 but they spawn in uncolonized provinces by event, when this event happens we should have a option to tag switch to Funj like what will be implemented for Fulo and Ashanti.


I am very happy with the changes for West Africa and happy to see some of the suggestions made in the last dev diary thread implemented, even considering the new constraint of "no more new provinces" these changes will contribute to a more historical starting point for the region, thanks.


In my opinion the Dahomey case is easy to solve, if devs don't want add new tags for West Africa they could rename Dahomey to Allada or Ardra and later in the game there should exist a event where Allada/Ardra have the option to cosmetically switch his name to Dahomey, a similar mechanic is already used to cosmetically change the name of Papal States and the name of Malaya/Nusantara formable.
If Dahomey gains a mission tree in the next DLC the possibility of cosmetical name change could be vinculated to some mission, if they don't gain a mission tree it could be a simple event.
1. A personal goal for the next update is to eliminate the generic national ideas in the 1444 setup. So yeah, expect some changes in that regard
2. Ah right, I thought I forgot something. The Funji event will get an adjustment too
Does the slight enlargement of the Oyo Empire mean they're getting some goodies in this expansion?
Maybe.
Can we please update the Mamluks' missions while you're revisiting Ethiopia? Their intertwined history really makes for a perfect case to update the Mamluk missions, since they have such a lackluster tree.
While I do really wish to update the Mamluks (and all of the Middle East tbh), they are not part of the focus for the DLC.
For the hydraulic rights modifier Ajuuraan is it multiplicative or additive. Like do those terrain types become equal to grasslands or does it just half the penalty. IE are deserts +25% dev cost or 0% dev cost.
It just halves the penalty given by the terrain type.
Do other nations also should have Itinerant Capital?

Cossack nations also had "Itinerant Capital".
The Cossack government has the Itinerant Capital mechanic (without the autonomy debuff).
 
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In the state of the DD they are borderline useless, yes. I am currently playing with some modifiers and try to make the unit "feel good to play with" while still having a considerable drawback attached to them.
If I may suggest something:
Consider giving them a limit of 10-15, something akin to the old merc system where the formula for the merc cap was 20+30% of your forcel limit instead of just 30% of your force limit. This also applies to other, currently borderline useless, special regiments like janis or even banners

I think the best way to approach these special units might be to try to have them fill the niche of your elite troops that you'd use as your main pushing force, ie. attached to your cannons, always being the 1st to take an engagement
To get there you could consider them having a mix of penalties and bonuses instead of just one big penalty and one big bonus; for example: what if those Ç̌äwa had:
+25% reinforce cost, +25% manpower cost(the modifier already exists for banners), +10% morale, +50% drill modifier and: either cost significantly less military power, cost a different category of mana or not cost mana at all and instead be obtained, say, in exchange for money or a different currency(depending on their lore). Having special units cost mana is very problematic, because at some point you end up trying to compete against the power of slackens in terms of balance, which especially after 1.30 seems like a lost fight to begin with

I also know that this might not be something that you can deal with but for special units in this game to be really fun & useful in the long run there NEEDS to be a way to add special units to army templates.


Again, I'm EXTREMELY happy to see your responsiveness and willingness to put actual thought into the new changes. I'm really, really excited(for the first time in years!) to see where this leads <3
 
On top of what Ogele has said, for @Sete and the other Portuguese guys, we're already aware of the fixes you're requiring for Portugal, and it's something that CD team already wants to address. However, we've got limited time for developing and testing things out, and we really want to focus in Sub-Saharan Africa for the next release, content-wise. Therefore, further content and balance changes to countries in other regions will probably have to wait for a future patch.

Anyway, I wanted you to know this, and that your feedback is very welcome, and will probably make its way into the game at some point. ;)
 
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On top of what Ogele has said, for @Sete and the other Portuguese guys, we're already aware of the fixes you're requiring for Portugal, and it's something that CD team already wants to address. However, we've got limited time for developing and testing things out, and we really want to focus in Sub-Saharan Africa for the next release, content-wise. Therefore, further content and balance changes to countries in other regions will probably have to wait for a future patch.

Anyway, I wanted you to know this, and that your feedback is very welcome, and will probably make its way into the game at some point. ;)
Good to know. If we can provide more feedback, or help with anything just say the word.
 
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On top of what Ogele has said, for @Sete and the other Portuguese guys, we're already aware of the fixes you're requiring for Portugal, and it's something that CD team already wants to address. However, we've got limited time for developing and testing things out, and we really want to focus in Sub-Saharan Africa for the next release, content-wise. Therefore, further content and balance changes to countries in other regions will probably have to wait for a future patch.

Anyway, I wanted you to know this, and that your feedback is very welcome, and will probably make its way into the game at some point. ;)
Africa and later Siberia updates are necessary but please look into Ottomans, Rûm and other middle eastern + caucasian mission trees and mechanics later which became lackluster over years
 
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Africa and later Siberia updates are necessary but please look into Ottomans, Rûm and other middle eastern + caucasian mission trees and mechanics later which became lackluster over years

Ottomans doesn’t even get a mission to conquer Vienna.
 
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Africa and later Siberia updates are necessary but please look into Ottomans, Rûm and other middle eastern + caucasian mission trees and mechanics later which became lackluster over years

Yes please, NERF the Turkish AI already for God's sake. ;)

You have increased development and provinces over the years, which only increased the sheer power of the Ottomans. They are crazy even from a player perspective. They never run out of manpower for instance. You either prevent their growth early on and/or beat them early, or you will have a terrible headache over the years (if you want to expand over their body later on).
 
On top of what Ogele has said, for @Sete and the other Portuguese guys, we're already aware of the fixes you're requiring for Portugal, and it's something that CD team already wants to address. However, we've got limited time for developing and testing things out, and we really want to focus in Sub-Saharan Africa for the next release, content-wise. Therefore, further content and balance changes to countries in other regions will probably have to wait for a future patch.

Anyway, I wanted you to know this, and that your feedback is very welcome, and will probably make its way into the game at some point. ;)
@Sete, you absolute rascal, you actually made it.;)
 
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@Sete, you absolute rascal, you actually made it.;)
It was a community effort. Portugal can have more flavour, and hopefully it's not too much work.

I will be creating a new suggestions thread with things, within reason, that we would like to see improved.

And I know you have some flagship suggestions :)
 
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The "Convert the Jews" mission has been renamed into "Secure Religious Unity" in order to cover alternative ways to play Ethiopia. For your suggestions: I consider them when we have the time for adding more content to Ethiopia.
Given that Judaism is the only religion left (except Animism) without its own mechanics and you're working on Ethiopia, the only place in the game which has Jewish provinces, and there's been quite a bit of clamor for Jewish mechanics in this thread, can we finally get some sort of mechanics or flavor for Judaism? Now that Zoroastrianism has mechanics, Judaism's lack thereof is beginning to feel like a slight.
Here are some ideas I had that would take relatively minimal dev time, since they're largely the same as Sikh mechanics.

Seeing as the only Jewish provinces/jewish nation are in the region, I hope we will finally see mechanics for the third Abrahamic religion.
Jewish mechanics are long overdue.

Edit: I saw a good idea once by a modder on steam called 'Lord Thiolate' that used fetishist mechanics to represent ideas coming in from the worldwide jewish diaspora (https://steamcommunity.com/sharedfiles/filedetails/?id=2486344922)
Just as an idea
Though new mechanics would also do (just not holy sites again pls)

Ethiopia sounds like a fun time. :)

Agree that Jewish mechanics would be fun as well.

As one of the very few nations that can go Jewish, is that possible future for Ethiopia reflected in the mission tree? Jewish Ethiopia was one of my fav challenge-type runs, so will the "gideon's revolt" and "convert the jews" be changed so that if you accept gideon as your new leader, the next mission changes to "convert the Coptics" maybe?

I wonder if the "Convert the Jews" mission will include an option to convert to Judaism.

Is the Jewish state of Semien also getting an update? would be fun to play as them and heaving missions about ethiopia, egypt and yemen! Great Dev Diary :)
 
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Given that Judaism is the only religion left (except Animism) without its own mechanics and you're working on Ethiopia, the only place in the game which has Jewish provinces, and there's been quite a bit of clamor for Jewish mechanics in this thread, can we finally get some sort of mechanics or flavor for Judaism? Now that Zoroastrianism has mechanics, Judaism's lack thereof is beginning to feel like a slight.
Here are some ideas I had that would take relatively minimal dev time, since they're largely the same as Sikh mechanics.
Jewish religion can also spawn in Thessaloniki by event.
 
On top of what Ogele has said, for @Sete and the other Portuguese guys, we're already aware of the fixes you're requiring for Portugal, and it's something that CD team already wants to address. However, we've got limited time for developing and testing things out, and we really want to focus in Sub-Saharan Africa for the next release, content-wise. Therefore, further content and balance changes to countries in other regions will probably have to wait for a future patch.

Anyway, I wanted you to know this, and that your feedback is very welcome, and will probably make its way into the game at some point. ;)
Hopefully this can be of use:

 
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Echoing the hope that Ethopia's ideas are buffed.

Chance of heir, prestige, and legitimacy bonuses just don't cut it. Ethopia is an old empire and those ideas are just too boring.