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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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Will new monuments be included in this DLC? Like the earthen temples of Ethiopia, would be a good time to introduce them!

Thanks for the update and keep it up!
 
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I would once again like to ask for the ability to add new special regiments as a modder, or to make modding the special units more accessable to modders.

It seemed to me as though giving an aswer has been avoided since it was clarified that Anbennar uses reskinned Rajputs.
 
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Ethiopia would move its capital to better control areas. Since the capital was where the Emperor had the greatest control, moving it around meant he could keep tabs on every part of the kingdom. This also backfired because Ethiopia's capital was right near the border when Gragn attacked =D. My idea reflects that :) . It's to encourage you to move your capital in a recently conquered area or an area that's giving you trouble so that they stay in line. Why have your capital in a secure area, when you can keep tabs on a rebellious one? (Yes, I am aware of the other mechanics that encourage the former. This is just the reasoning behind it. )

This mechanic is more historically-focused, and I see the concern. Vanilla allows you to paint the map, and this hinders Ethiopia specifically. I'm curious how the dev test games go with Ethiopia
Don't get me wrong, I'm not against the idea as a concept, I'm just skeptical of its viability with the current values. As I said, we'll have to see where it will lead effect wise, whether it will be a challenging but ultimately engaging mechanic for the player, or will be a dead feature on arrival so to speak, something you can't wait to switch out of.

I'm also curios how the AI will handle it, as it is not likely they'll be able to maintain prosperity for the further autonomy reduction or pick the reduction from the tier 3 government reform. Will they even move the capital around, or it won't be taught to do it?

Even if it does, couple that with the AI's favourite solution to handle rebellious new conquests by raising autonomy as soon as the cores are done, I'm afraid AI Ethiopia will end up dead in the first 30-40 years of the game like 80% of the time, or sit with its original capital, every other state sitting at 100% autonomy if the AI managed to survive.
 
Can we get a hotfix for government capacity and the pillage mechanic? I recently played a game as England from 1444 until 1527 and I finally could take the brokenness.

Muscovy/Russia constantly releasing vassals or giving back land is ridiculous. I think 4 easy solutions exist, depending on which is preferable:

1. Governing Capacity based on unique government types are increased to allow some nations to expand early and continue to.

2. Governing Capacity via technology should be increased at each of its levels and tech 5 (before the first increase at tech 8) should also give additional early governing capacity.

Ex:
Tech 5: +50 governing capacity
Tech 8: +150 governing capacity
Tech 12: +150 governing capacity
Tech 17: +300 governing capacity
Tech 20: +300 governing capacity
Tech 24: +300 governing capacity
Tech 27: +300 governing capacity
Tech 31: +500 governing capacity

Maybe increase the amount given per rank to help out the AI until courthouses become available?

Ex:

Empire : +500 governing capacity
Kingdom: +200 governing capacity
Duchy: +50 governing capacity

3. Governing capacity could be tied to lucky nations allowing them to expand faster than their neighbors? (i.e. +10% or +20% governing capacity)

4. The option to "Expand Administration" via the government interface should be weighted more by the AI.

As far as pillaging, I think that there should be an inverse relationship based on nation size when pillaging. This way the Ottomans don't constantly pillage Constantinople and Austria doesn't constantly pillage Wallachia never conquering it.

Overall, I think city states, merchant republics, free cities, natives, and definitely nomads, should all be granted a higher AI priority to pillage (2.0x) when compared to every other government type.

In fact, pillaging behavior should be cut in half (0.5x) for AI's without these government types.

Colonization & Natives were bad enough when you can't make it before the natives reform taking all the land. I literally had a settler moving to a location days before Powhatan became a settled tribe and annex all their grazing land. The devastation constantly being ~+90% for AI natives is bad too, and there's no way to hunt for the 7 cities since you can't cross their land anymore.

Finally tribal development confuses the AI with colonizers constantly declaring war, then taking nothing. When tribes become settled it still remains too high with sometimes insane coreing cost and continental coliations for every minute province.

I really love this game and appreciate all the hard work you do, but please, please, rework some of these mechanics! It really breaks the AI in its current state, even if it's a façade of artificial intelligence, they still need more bonus modifiers to help them.
 
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How do I unfollow this thread on mobile?
You click on your avatar in the upper left corner, go to 'Watched threads', select the one(s) you want to unfollow then scroll down to the bottom and there is a 'With the selected' droplist from which you can choose the unfollow action then press go.
 
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Looks good, just one thing buff the ethiopians a bit more as the portugese army made ethiopia turn back tide against ottoman + adal. So buffs received by ethiopia should be more than the buffs received by adal
 
Will POR be able to hire "Portuguese Musketeers?
Just make an estate Privilege that buffs Conquistadors

For example:

Order of Christ Estate Privilege (for Nobility)
+5% Discipline
+10% Infantry combat ability
+1% Yearly Corruption (looting after battle, the Crown probably did not receive it's fair share)
-10% Trade Efficiency (as they were blowing up towns left and right)
-10 Absolutism
-10% Crown Land

Most Portuguese Explorers and Navigators were members of the Order of Christ and Santiago (Portuguese Branch), which was under royal power, like Vasco da Gama,Cristovao da Gama, Afonso Albuquerque, Francisco de Almeida, just to mention a few famous ones.

But what does this mean?
Well the King had at his disposal military leadership to serve overseas under direct orders of the crown.
"From the mid-15th century onwards, the lower and middle-ranking leadership of Portuguese expeditions and of the resulting overseas outposts were the fidalgos – gentlemen descended from the old knightly class. The importance of such men was highlighted by Azurara (Gomes Eanes de Zurara) during the second half of the 15th century. His Chronicle of the King Dom João I described the force assembled to attack Ceuta, the most enthusiastic being younger men who ‘ardently desired to acquire the merits of those who had given them life [their fathers], and following their example, to furnish proofs of their courage and loyalty’.

“Success led to a rapid expansion of a class known as the ‘nobility of service’, so that by the 16th century numerous fidalgos from minor and often poor aristocratic families would hang around the royal court, eager for a chance to show their worth. Consequently, the Portuguese government was able to employ large numbers in its armadas and overseas captaincies, their exploits filling the 16th century chronicles and literature.”
Nicolle ill. Embleton 2012 p13-14
 
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@Ogele He proposes to change the name of the country of Timbuktu to Kunta and give him the provinces of Azawad and Taudeni.
The leader of the country in 1444 will probably be Sīdī Muhammad al-Kuntī
The kunta are traditionally derived from the Arab general ʿUqba ibn Nāfiʿ (683), the conqueror of North Africa. Descendants of ʿUqba are said to have fled to Dahra from what is now Tunisia under the leadership of a certain Yāsīn ibn Shākir . [3] As an independent ethnic group among the Moors, the Kunta did not emerge until the 16th century. The actual progenitor of the Kunta is Sīdī Ahmad al-Bakkā'ī Bū Damʿ, the son of Sīdī Muhammad al-Kuntī, who lived in the Zemmour massif in the Western Sahara in the second half of the 15th century and in Fask im southern Río de Oro died. The family tree of Bū Damʿs is traced back to the Quraish through Muhammad al-Kuntī .[4] The mother of Bu Damʿ was the daughter of Allu Muhammad ibn al-Hasan al-Dschaknī and came from the Berber group of the Tajkanat. Bū Damʿ received his first training from his father and from teachers of the Tajkanat. He is said to have been called Bū Damʿ ("Father of Tears") because he oncemissed Friday prayers in his childhoodand then burst into tears. [5] He later acquired a grove of date palms near Tichitt and founded a Zāwiya in the trading town of Walata , which attracted numerous students from the Hodh and neighboring regions. [6] Bū Damʿ died in 1515 and was buried near Walata. [7]To this day, numerous miracle reports about him are in circulation in the Western Sahara. https://de.wikipedia.org/wiki/Kunta https://ca.wikipedia.org/wiki/Kanata
The ruling clan was the Awlad Sidi al-Wafi, Muslim scholars and theologians whose influence spread throughout Mauritania and as far as Mali and Senegal. A descendant named Sidi Ali is said to have married in the early 15th century the daughter of the sheikh of the Id Oukal faction of the Lamtuna , Muhammad ibn Kunta ibn Zazam (or Zam); the son Muhammad married the daughter of another sheikh of the Lamtuna faction, the Tajiks; and the son of this Ahmad al-Bakayy (or al-Bakkai, who died in 1504) did the same; al-Bakkai established a Sufi zawiya at Walata ; from the three sons of the latter descend all the clans of the kanata. Although speaking Arabic they were Amazigh and the ancestor himself was an Amazigh. The eighteenth centurythey were divided into two large groups: the descendants of Ahmad al-Bakayy's (or al-Bakkai) son named Muhammad al-Saghir, occupying Western Sahara , Mauritania, and as far as the Senegal River ; and the descendants of Sidi Umar al-Shaykh, in Niger , Mali and as far as Nigeria . Sidi Al-Mukhtar al-Kunti (1728-1811) brought together the Kanata factions through skilful negotiations and established an extensive confederation; under his influence the Maliki school of Islam was invigorated and the Qadiriyya brotherhood spread to Mauritania, Niger, Guinea, Ivory Coast, Futa Toro and Futa Djalon. The Kunama colonies in the Senegambia region were centers of Muslim education. In the middle of the 19th century, he imposed his government on Timbuktu thanks to the good offices of Sheikh Ahmad al-Bakkai al-Kunti, who defeated al-Hadjdj Umar at Hamdallahi (the capital of Masina that al-Hadjdj had conquered). but he died a year later. The bakkiyya continued to rule in Timbuktu until 1893 when it withdrew to the Azawad region .
As for the Tuaregs controlling Timbuktu, I propose to call the country Adagh or Ifoghas and the taureg capital should be the province of Tadmecka.

Akil Akamalwal should be the ruler
For the rest of the rulers, this list can be used

fgh.png
 
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I would once again like to ask for the ability to add new special regiments as a modder, or to make modding the special units more accessable to modders.

It seemed to me as though giving an aswer has been avoided since it was clarified that Anbennar uses reskinned Rajputs.
If people can make their own unique units, they would not be selling points in a DLC. Moreover, teaching the AI how to use it might need some hardcoding (yes, I know, Strelsky...)
 
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I'm still a little bummed out by the fact that there will be no change to the map. If I had only to change one thing in Africa, it would be this. Angola is currently barely in the game with one province only, even though not only several kingdoms existed in this area at the time, but also it was probably the widest European colony in Africa by the end of this period.
 
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"the usual tendency that the Iberians won't reach Africa "

If only there was a patch focused on a certain region that could have sorted this issue...
images (2).jpeg
 
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Any chance we could get a name-change event for Ethiopia/Somalia like we get for Vietnam or Malaya?

Have a choice between Aksum, Ethiopian Empire, Somalia, or something similar.
 
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Great dev diary, love the changes. But aren‘t those a few too many tolerance of the true faith modifiers for Ethiopia? +5 on top of -2 unrest almost eradicate rebels.
 
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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.

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).
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.

you should just rethink about Dahomey Kingdom being on the map in 1444.
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.
 
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