• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.
 
Last edited by a moderator:
  • 120Like
  • 20Love
  • 16
  • 13
  • 10
Reactions:
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.

Wanna bet that Ethiopia won't accomplished nothing at the hands of the AI and always get killed by its neighbors? Wouldn't be the first time that the devs give a RAG some sort of special mechanics that the AI simply cannot handle (Hello streltsy; MAM government; MoH; Banners; Government Reforms; etc.).

I sincerely hope that we DON'T see Ethiopia dying because all of its land is 100% autonomy except for the Capital region.
 
  • 7
Reactions:
Wanna bet that Ethiopia won't accomplished nothing at the hands of the AI and always get killed by its neighbors? Wouldn't be the first time that the devs give a RAG some sort of special mechanics that the AI simply cannot handle (Hello streltsy; MAM government; MoH; Banners; Government Reforms; etc.).

I sincerely hope that we DON'T see Ethiopia dying because all of its land is 100% autonomy except for the Capital region.
I hate to be a naysayer, but a gentleman never bets on a sure thing.

The more I think about it, the more skeptical I become of the mechanic, even in a player's hands. People might disagree, but since the starting land is poor, the most sensible thing to do as Ethiopia is to use your ruler's great stats to devpush the renaissance on the Kaffa gold mine. Why would you then leave a 30 dev gold province to itinerate around the country and let your only decent source of income succumb to ever increasing autonomy?
 
  • 2Like
Reactions:
Does the slight enlargement of the Oyo Empire mean they're getting some goodies in this expansion?
 
I hate to be a naysayer, but a gentleman never bets on a sure thing.

The more I think about it, the more skeptical I become of the mechanic, even in a player's hands. People might disagree, but since the starting land is poor, the most sensible thing to do as Ethiopia is to use your ruler's great stats to devpush the renaissance on the Kaffa gold mine. Why would you then leave a 30 dev gold province to itinerate around the country and let your only decent source of income succumb to ever increasing autonomy?
Autonomy doesn't effect goods produced? I'm not sure, but you should still get full income from a 100% autonomous gold mine with prosperity triggered (which does effect goods produced).
 
Autonomy doesn't effect goods produced? I'm not sure, but you should still get full income from a 100% autonomous gold mine with prosperity triggered (which does effect goods produced).
Autonomy affects gold income directly instead of messing with goods produced, so a 100% autonomy gold mine will give you 0 income.
 
  • 2Like
  • 2
Reactions:
Interesting stuff on Ethiopia, although there seems to be too many tolerance of the true faith and lower unrest modifiers.

Hopefully, Adal, Mogadishu, Kaffa, Medri Bahri and other Horn of Africa minors would get some flavour too, at least in the form of some generalized missions.

Also, Oromo emergence deserves some attention too.

And i have to repeat my previous offtop: will Greece and greek minors get some attention in the future?

P.S. A touch of Portugal's involvement in the region looks promising. Maybe we will finally see it fixed?
 
Last edited:
  • 3Like
Reactions:
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.
 
  • 6
  • 3Like
Reactions:
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.
Correct me if I'm wrong, but isn't this mechanic something that the player is expected to want to get out of. Similar to having a starting disaster. A bad thing with some limited są ing grace.

It would seem to me like having the removal of this mechanic be the reward for a mission is a bit of a tiny hint.
 
  • 1
Reactions:
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.

I find it curious that you know Ajuuraan (an entity barely anyone ever heard about and that no longer even exists) to be a winner against Portuguese aggression but fail to understand countless things about Portugal (an european country on a game called Europa Universalis).

I mean, you know about some obscure military expedition (that pratically had no impact) between Ajuuran Empire and the Ottoman Empire against Portuguese Garrisons (which were tiny) on East Africa, a thing (extremely hard to search for even on the internet and that barely anyone even heard about, including people with expertise on history), but on the other hand you have shown in-game erroneous concepts about Portugal (an european country with info easily available even on the internet) more than once. I could name many but one that still annoys me is to see Spain getting +10% combat ability to heavy ships when in fact Portuguese ocean-worthy warships were far superior to the Spanish... with Spanish admirals admitting this more than once and even demanding to have a Portuguese ship as their flagship instead of one built in Spain! (the best part is that while Spain gets the bonus - Portugal gets NONE - and many Portuguese warships were the stuff of legend and countless stories, like the famous 'Botafogo' / Kindler or Spitfire in English).

In 1585, a joint military expedition between the Somalis of Ajuran Empire and the Turks of Ottoman Empire, led by Emir 'Ali Bey, successfully captured Mombasa, and other coastal cities in Southeast Africa from the Portuguese. However, Malindi remained loyal to Portugal. The Zimba overcame the towns of Sena and Tete on the Zambezi, and in 1587 they took Kilwa, killing 3,000 people. At Mombasa, the Zimba slaughtered the Muslim inhabitants, but they were halted at Malindi by the Bantu-speaking Segeju and went home. This stimulated the Portuguese to take over Mombasa a third time in 1589, and four years later they built Fort Jesus to administer the region.

Portuguese presence in Kenya lasted from 1498 until 1730.

But yes, a temporary victory with pratically no impact against tiny garrisons on multiple cities with Ottoman support is something definetely worth noticing, specially since the victory was quickly and easily reversed 4 years later. lol, @Paradox.

Oh yes and I would like to mention, again, that these GREAT victories against Portuguese 'aggression' that Ajuuraan managed to get, would NEVER happen if the Ottomans didn't support them. Portuguese troops rarely had problems fighting the locals despite the huge difference in numbers.
 
  • 4Haha
  • 3
  • 1
Reactions:
Have you considered moving the Horn of Africa region to the same subcontinet as East Africa, South Africa, Cantral Africa and Kongo regions (it's currently named South Africa subcontinent)? The interactions between Horn of Africa and Maghreb, Sahel or Niger regions are non-existing for like a half of the game, so it doen't make sens they are on the same subcontient. On the other hand East Africa region nations have very often interactions with Horn of Afrika, Kongo and Central African nations.

Also playing In Horn of Africa and conquering East Africa (and vice versa) usually results in making states in the conqured territories instead of making them into trade companies.

So i think it would be better to have 2 subcontinents in Africa (excluding Egypt region): West Africa (containing Magherb, Sahel, Niger and Guinea - 4 regions) and East Africa (containing Horn of Africa, East Africa, Central Africa, South Africa and Kongo - 5 regions)
 
  • 2Like
Reactions:
I hate to be a naysayer, but a gentleman never bets on a sure thing.

The more I think about it, the more skeptical I become of the mechanic, even in a player's hands. People might disagree, but since the starting land is poor, the most sensible thing to do as Ethiopia is to use your ruler's great stats to devpush the renaissance on the Kaffa gold mine. Why would you then leave a 30 dev gold province to itinerate around the country and let your only decent source of income succumb to ever increasing autonomy?

Pretty much. What I think will happen is players will move Capital to a gold mine, Dev for Renascence, annex their vassals, move to another gold mine, Dev for Colonialism, move to another gold mine, Dev for Printing Press, reform out of that government type. If I recall correctly there are 3 gold mines in Ethiopia (they start with one and each of their vassals also have one).

It also makes economic idea more appealing, strangely. And eco + Diplo gives a policy for -0.05 autonomy reduction.

Honestly, what might also happen is that people will stack AA reduction to -0.30 and after expanding into good land (like Egypt) will start to constantly move their capital around to make use of the Dev cost reduction for capital while at the same time forcing institutions to appear. The main issue I see here is that there won't be many slots open for Mil ideas, but then again economy trumps all in SP.
 
  • 2
Reactions:
Correct me if I'm wrong, but isn't this mechanic something that the player is expected to want to get out of. Similar to having a starting disaster. A bad thing with some limited są ing grace.

It would seem to me like having the removal of this mechanic be the reward for a mission is a bit of a tiny hint.
Yes it is. The question I'm asking is that how viable will it be to live with it until you can get your 6th government reform (one possible condition to get rid of the penalties), or it will be more optimal to abandon the reform once you have 50 government progress (the second possible condition to get rid of the penalties). Because if it is viable, it could be interesting to play around, but if it isn't, it'll be basically a dead mechanic from the start for the player, as you'll go for the second possibility ASAP, and permadeath for AI Ethiopia.
 
  • 2Like
Reactions:
see Spain getting +10% combat ability to heavy ships
I can see the argument being made for Spain to have better naval ideas than Portugal tbh.

As far as direct naval confrontation is concerned, i'll have to give an edge to Spain since in the few naval battles between these two countries i cannot remember a single Portuguese victory but i can remember a couple of Spanish victories (I'm talking Spain Spain, not Castile, since Portugal indeed thoroughly beat Castile in the ocean in the 15th century).

As far as feats vs other nations are concerned, i'll still give an edge to Spain, since although Portugal has an impressive naval record in the Indian ocean, the technological discrepancy argument can be made. And Portugal doesn't have a lot of victories against other European countries under their belt (other than against the Dutch, which even then was basically a tie).
Spain on the other hand has plenty of impressive victories, even against Great Britain itself.

So while i do agree that Portugal is navaly underpowered, i believe that Spain is even more so.
Portugal should have an A-tier Navy, like the Netherlands, but Spain should be S-tier, capable of rivaling Great Britain itself.

My biggest grievance however, is as far as flagships are concerned. Because in that regard there is hard evidence that the Portuguese had the ship with the most firepower in Iberian History (and yet Spain gets the special cannons modifier) and the flagships of the "Spanish" armadas were often Portuguese ships.

So while I'll agree to Spain having better naval ideas, i believe Portugal should at least have better flagships.
 
  • 2
  • 2
Reactions: