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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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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.
 
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Adjuraan's mission tree and privilege
Impact on the game: LIMITED
Mission tree. It does have events going all the way to China, but as one expect, it rally only change one country as per usual

Balance: BALANCED
Nothing stand out as imbalanced right now. Of course, it will depend on Somalia's NI but right now, it is mostly a set of modifiers with effects on neighbors

Creativity: INTERESTING
Mostly in term of having two different ways to solve a mission via diplomacy or war that isn't "Annex or vassal", but the privilege is also nice, close to the one about lowering dev cost in jungles for SEA in term of effect but not linked to a modifier



Ethiopia's mission tree and government
Impact on the game: LIMITED
Country specific content. Don't expect this to change your game if you're on your 257th run as a Siberian native council

Balance: BALANCED - STRONG
Interesting idea for the government, the way it works,you definitively do not want a large country, especially given the massive cost of capital moving shenanigan. Especially, it means one has to pay attention to not conquer outside of the continent without a good back up plan early due to limitation to capital moving. The Solomonic Empire seems quite good however, so it is a matter of early troubles for late reward. As for the mercenaries... well they are just that, mercenaries. If you don't have the desire for unwieldy stacks you might as well not notice, but the bonus professionalism to pay for those is nice, I guess. Not judging the Cawa due to balance still being done, but one need to ensure that free units not costing manpower with Western pips aren't too much, as per usual.

Creativity: NOTABLE
The moving capital is original, and we have a new unique unit on the field, even if pretty generic in the end. The mercenaries I have a serious problem with as they are once again an exception to an existing mechanic in game, namely Condotierri, and it shows where the problem lies with this mechanic. Also what happen if say, Adal is allied to Portugal and Ethiopia to the Ottomans? If Adal is also at war with the Turks? If for some reason they don't exist anymore? On top of this, given the EU IV mechanics as they work, involvement in this conflict is dubious at best in term of expected gains for those countries, in particular Portugal as they are not going to do much to trade in the area. Oh and by the way, are those countries gaining anything when these mercenaries are purchased or are the origin merely for flavor? Many questions left behind on that front.
 
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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
 
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Hydraulic rights , you have a tall african/arabian empire? yes please! unfortunately it'll be limited to one starting nation...
 
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@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
 
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@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 ^^
 
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I'd love to see one of the outcomes of the meeting with the pope as being able to turn Ethiopia catholic. Also Judaism could've used a rework to provide another alternative.

The usual state of affairs of the slow ottoman conquest of mamluks may be fine but seeing Portugal getting subsumed by Castille every single game has gotten way too old for me, so thanks for the laugh.
 
oh wow! What I like the most is, that you actually added a lot of interaction events with other countries. That is so great! Most of the time a DLC feels way more alive if it also interact like this with the other areas of the world. I still hope for some interaction events with the colonizers or european exploration fleets/troops and between the north and west africans.
Good things! also that you took that many feedback.
 
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
 
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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?
 
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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:
 
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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.

Wait, shouldn't the refuse option be something along the lines of, "We have no need of such heartless creatures!"
 
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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.
 
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Here are my honest thoughts on the tree.

I think some of the new stuff like prosperity growth and deplete chance reduction is neat. The trees themselves are quite underwhelming compared to what free mods have to offer. Personally, as a modder, that is not ok. As the official team behind the game you have the tools to draft content that mods cant even dream of, with the keys of the engine.

Yet you produce work that has been surpassed years ago, nothing new or exciting that mods haven't covered already beyond new modifiers and new units (that modders cannot easily access without duck tape solutions). As someone who's stuck by your company for over a decade now, why should I be compelled to put money down for your content when mods offer (at the very least) considerably better content for no payment ?
 
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Good work on this one, and I like the changes done to West Africa.

I would like to see an Adal tree, and would argue their part in the region was greater and longer lasting than that of Ajuran. Also, please change the name of Ajuuraan to Ajuran, it looks odd using the Somali name for an English localized game.

Additionally, if you are open to changing more things, break up the Hausa states and possibly make Kebbi (the current Hausa tag, I believe) free. Make Ogaden an independent tag and just avoid having the Somalis colonize, please. If Kano is still Fetishist state religion, make them Sunni with -100 on the Sufi-Legalism scale.

These are just some suggestions, but I like the direction this is going.
 
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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.
Remember that Ethiopia has -0,05 autonomy in ideas, is an empire so gets an additional -0,05. They also start with a great ruler, making prosperity available early, giving another 0,05. You can also take the -0,05 from government reforms (tier 3).

That said, I don't see the value in changing your capital all the time either.
 
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