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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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I wonder if the "Convert the Jews" mission will include an option to convert to Judaism.
Well, that button even labeled as "Convert the Jews" is highly inaccurate for Ethiopia on many counts. Mainly, the genetic ties via King Solomon left Ethiopians feeling either literally (as an actual descendant of Solomon) and "spiritually connected" -- as a total group, that they had status as "Israelites." This is totally lost on the Dev's here, I hate to say it - it isn't religious, it is genetic/familial and NOT something that should have been presented ever, for Ethiopia, because Ethiopians to this very day consider themselves to be the equal as other Israeli's - that they are not so much a "lost tribe" - but a disconnected/distant relative who are Israelites yet are black African (thus, appear different) and live in Africa (and thus, not in the typical setting of either Israel, or "modern" western nations in Europe or the US or elsewhere). The "Israelites" of Ethiopia have had a tremendous struggle, an uphill battle, to gain recognition. And this isn't to regain recognition - they never had it in the first place, for the most part, and were allowed access to Israel but were typically treated as if some "accidental offspring" that the family shuns and tries to hide in the closet. For some ultra-Orthodox Israeli's, they don't even acknowledge Solomon's descendants because even if DNA tests proved they are of the same bloodline, those hard-liners would view it as a "sin of Solomon" or such. So these Ethiopian descendants (real or spiritual successors) have always maintained their connectivity to Israel as result, and it had ZERO to do with Judaism and whether any Ethiopians did/did not continue to practice old Israeli law from the Torah. They were a mix of Israelite bloodline, spiritual successor non-bloodline yet believers in Ethiopians' ties to Solomon; along with a variety of religious faiths across Judaism, Christianity, and then Islam later (i.e. the genetic tie-in motivations still remained even for those who converted to Islam in Ethiopia's history).

Having said all of that, the "state" of Ethiopia did make attempts to consolidate belief systems over the ages, for better or worse (as a prior post also reminded us of the brief attempt toward Catholicism). And this is the problem with Ethiopia - the bloodline ties to Solomon put a permanent belief system in place, a belief in being of the Abrahamic Covenant as depicted in Old Testament Bible (Torah), and that is a totally different belief that has no bearing on one's Religion practices/preferences, but purely based on familial ties. Ethiopia's construct for this game could remain a problem, and perhaps the conversion event should be removed and instead a nationalistic event that aligns toward a more/less solid belief in their bloodline ties to Solomon should be presented instead (with particular effects on their relations with anyone who controls the Israel/Judea region).

I just think the Game Dev's tried to over-simplify a complicated issue in Ethiopia, that instead could have detailed pop-up events, Binary Choices ("fork in the road" events for taking the nation one direction or the other), and expanding upon these issues of ties to Israel, while at the same time expanding upon Religion choices for the game player (as if the King of Ethiopia making those decisions) and how that could set the table for a much more immersive, enriching experience to take Ethiopia from that start point through 376 years of game play.
 
More promising than the economically broken Mali diary. And anything will be better than 1.31 so its hopefully up from here.

Also PLEASE give those poor three Eithiopian minors something other than National Ideas. To the best of my knowledge they are the final hold out starting nations with those. As you go around giving folks trees, dont forget the job of giving 3 little minors unique ideas, even if they are shared.
 
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three Eithiopian minors
Five, in fact.

Damot, Ennarea, Hadiya, Janjiro, and Welayta. I'm pretty sure Shewa (releasable by Ethiopia) also has generic ideas as well.

Of the 11 (I think) nations with generic ideas, 6 are in the Horn of Africa, while the 5 that do exist upon the 1444 game-start are entirely located within the Horn. Shame, really.
 
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i know this is off topis but when can we see the byzantines called the roman empire they were all roman only thing greek was the language they called themselves the roman empire and the roman people even in kosantine the 11ths finale speech he sites if this is to be the end of the roman empier then ill die defending the last of the romans a roman emperor moved the capital to and the court to Constantinople then in 476 the crown and outfit of the west are sent to Zenon in Constantinople and the people called themselves roman and called there land the roman empire how can people disagree
 
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I know that Anbennar has done unique units (Gnomish Artificers), so that should already be possible - might want to ask their team how they did it. As to the new Trade Company investments, afraid I got a "No" from the developers, sorry.

The only way to achieve unique units is reskinning/repurposing Rajputs or Janissaries, as others have mentioned here. If we were able to actually mod unique units properly, either by making current unique units fully moddable (costs, modifiers, event modifiers like with Rajputs) or by a new system being added, then I think the community would be able to come up with really interesting stuff. I personally have long wanted the ability to make multiple fully custom unique types as seen with Rajputs.
 
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Ethiopian ideas are still really, really, garbage. Like, amazingly bad. Almost as bad as Korean ideas.

I really don't want to see a Korea 2.0, can we please see an upgrade to Ethiopian ideas instead of just ignoring an old relic again?
they're pretty good actually. just the 10% CCR makes them better than most national ideas out there for SP purposes, stacks nicely with coptic also. Get a missionary, some nice autonomy reductions, a bit of ICA on top of that. Honestly don't understand how you could ever consider them to be ''really, really, garbage.'' You could compare them to other medium sized nation in the region like Yemen or Ajuuran, and tbh I personally like Ethiopia's idea set more than either of theirs. Yemen is slightly better at economics and Ajuuraan better at deving, but both are strictly worse at expanding (a total of 20% CCR with coptic combo is very solid)
 
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they're pretty good actually. just the 10% CCR makes them better than most national ideas out there for SP purposes, stacks nicely with coptic also. Get a missionary, some nice autonomy reductions, a bit of ICA on top of that. Honestly don't understand how you could ever consider them to be ''really, really, garbage.'' You could compare them to other medium sized nation in the region like Yemen or Ajuuran, and tbh I personally like Ethiopia's idea set more than either of theirs. Yemen is slightly better at economics and Ajuuraan better at deving, but both are strictly worse at expanding (a total of 20% CCR with coptic combo is very solid)
I don't think any of those are fair/equal contrasts (Yemen or Ajuuran - both start as Kingdoms) for Ethiopia's National Ideas under this critical lens: Ethiopia is an Empire (not just in the making, but has Empire status at Game Start/Setup by Default). I don't think there's parity for their Ideas to the average starting Empire in game. If you reference my prior post, I have many other thoughts/ideas on Coptic faith edit and that this going plan for Ethiopia should get more work, but I'm glad that this National Idea topic also came up, because it is an additionally needed edit for a future Ethiopia game start.
 
Off the top of my head, the starting empires in 1444 are the Byzantines, Ming, Timurids and Ethiopia itself. Out of those, which idea set do you think the Ethiopian ideas don't compare to? With its 10% CCR and infantry combat ability alone it's actually the best compared to the others.
 
Off the top of my head, the starting empires in 1444 are the Byzantines, Ming, Timurids and Ethiopia itself. Out of those, which idea set do you think the Ethiopian ideas don't compare to? With its 10% CCR and infantry combat ability alone it's actually the best compared to the others.
Ming and Byzantine ideas are actually usable. Even Timurid ideas are usable. Ming and Timurids also start off not garbage in terms of dev and culture group.

Not sure why everyone is getting off at Ethiopian 10% CCR. Not only is that not how everyone plays, but lone 10% CCR does not save an idea group from being garbage. CCR is only relevant in massive expansion WC-esque Singleplayer games and is really only just to do it quicker.

and ofc lone 10% CCR is not even good WC ideas. Outside of that, Ethiopian ideas are completely garbage and offer nothing relevant towards any other area.
 
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Ming and Byzantine ideas are actually usable. Even Timurid ideas are usable. Ming and Timurids also start off not garbage in terms of dev and culture group.

Not sure why everyone is getting off at Ethiopian 10% CCR. Not only is that not how everyone plays, but lone 10% CCR does not save an idea group from being garbage. CCR is only relevant in massive expansion WC-esque Singleplayer games and is really only just to do it quicker.

and ofc lone 10% CCR is not even good WC ideas. Outside of that, Ethiopian ideas are completely garbage and offer nothing relevant towards any other area.
Agreed, and one missing factor in the discussion is that if you really want Core Creation Reduction (CCR) as Ethiopia, you could simply select the CCR from the Coptic faith list of options for the 5x Holy Sites, because Ethiopia always starts with one in-house. Also, the Infantry buff is the last in the line, and if one does Custom Nation games and you line up those Ethiopia Ideas, it's a weak group. Plus, there are near-useless Passives like Chance-of-an-Heir, that while Passive, may only be in effect 1-5% of the time you're playing the game, if even that, and it simply doesn't factor out to be as game-changing as others. In total, there are only two of the Ideas that are direct-impact to Military (20% Fort Defense, 10% Infantry Combat Ability), which is also on the low end.
 
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Ming and Byzantine ideas are actually usable. Even Timurid ideas are usable. Ming and Timurids also start off not garbage in terms of dev and culture group
And what do you mean by usable in this context? Byzantine ideas help you squat with surviving your initial situation, and even when they come online all they help you do is prevent rebellions in your newly conquested land. I'm not saying it's not useful, but it does little else, plus it's and endgame tag, so you can't even form some other country to get more 'usable' ideas.

Timurid ideas are so usable that you switch them out the second you can form the Mughals.

The starting dev and culture group is irrelevant to this discussion, you can always conquer more land and/or flip to another culture group if you wish so.
and ofc lone 10% CCR is not even good WC ideas. Outside of that, Ethiopian ideas are completely garbage and offer nothing relevant towards any other area
10% CCR is good WC idea. You get the other 10 from the coptic holy site, pick administrative ideas, and you are at 45% CCR, which is on par with what you can get from coupling Italian ideas with administrative or forming Rome or the HRE. The most you can get is actually being a coptic Holy Roman Empire. The land attrition and infantry combat ability help you spare manpower and win wars quicker, which is actually a goal if you wish to max out your CCR reductions, as you want to finish your next war by the time your previous cores finish up.
if you really want Core Creation Reduction (CCR) as Ethiopia, you could simply select the CCR from the Coptic faith list of options for the 5x Holy Sites
More CCR is always better than less CCR, regardless you are going for a WC or not. It decreases coring cost and time, which means less admin cost and less time you have to contend with overextension, which translates into the possibility of pacifying your newly conquered land before a rebellion can fire, sparing you resources to use elsewhere.
Plus, there are near-useless Passives like Chance-of-an-Heir, that while Passive, may only be in effect 1-5% of the time you're playing the game, if even that, and it simply doesn't factor out to be as game-changing as others.
Chance of a new heir modifiers are actually strong in my opinion, as they allow you to cycle through bad heirs by using the disinherit mechanic. Sure, there's the RNG variable that the next heir could be garbage too, but nonetheless it allows you more control to influence your mana generation, and because nearly everything in this game is centered around mana, the more you can squeeze out of the game, the better off you are.
 
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 :)
That would be amazing to see.
 
Also, is this an update for Portugal and Ottomans or Ethiopia? Hey, we're finally seeing an Ethiopia update - let's please focus on Ethiopia for Soloman's sake. I think you tried too hard to insert the Ottomans and Portugal events into the game,
How is Ethiopia and Adal getting unique events giving them cheaper yet stronger mercenaries not a focus on Ethiopia and Adal?
As far as we know, the Ottomans and Portugal don't get any event or even a mere notification that Ethiopia and Adal just got aid from them. In fact, i would not be surprised that if in a situation where Adal is at war with both Ethiopia and the Ottomans, they would still get schizophrenic Ottoman aid.
20% Fort Defense, 10% Infantry Combat Ability
Could be worse, could be only 10%.
 
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And what do you mean by usable in this context? Byzantine ideas help you squat with surviving your initial situation, and even when they come online all they help you do is prevent rebellions in your newly conquested land. I'm not saying it's not useful, but it does little else, plus it's and endgame tag, so you can't even form some other country to get more 'usable' ideas.

Timurid ideas are so usable that you switch them out the second you can form the Mughals.

The starting dev and culture group is irrelevant to this discussion, you can always conquer more land and/or flip to another culture group if you wish so.

10% CCR is good WC idea. You get the other 10 from the coptic holy site, pick administrative ideas, and you are at 45% CCR, which is on par with what you can get from coupling Italian ideas with administrative or forming Rome or the HRE. The most you can get is actually being a coptic Holy Roman Empire. The land attrition and infantry combat ability help you spare manpower and win wars quicker, which is actually a goal if you wish to max out your CCR reductions, as you want to finish your next war by the time your previous cores finish up.

More CCR is always better than less CCR, regardless you are going for a WC or not. It decreases coring cost and time, which means less admin cost and less time you have to contend with overextension, which translates into the possibility of pacifying your newly conquered land before a rebellion can fire, sparing you resources to use elsewhere.

Chance of a new heir modifiers are actually strong in my opinion, as they allow you to cycle through bad heirs by using the disinherit mechanic. Sure, there's the RNG variable that the next heir could be garbage too, but nonetheless it allows you more control to influence your mana generation, and because nearly everything in this game is centered around mana, the more you can squeeze out of the game, the better off you are.
5% Discipline and 10% Advisor is at least somewhat usable, and Missionary Power is okay. They are still kind of mediocre but not as bad as Ethiopian ideas.

Not sure what you are talking about for Mughals. Mughal ideas are garbage for MP. At least in singleplayer you have 25% CCR, but again: its just CCR, which honestly isn't that important to have for a good player unless you are doing WC-esque games.

I obviously don't need to explain why Ethiopian ideas are garbage for MP. In SP, literally the only appealing idea is the 10% CCR and maybe the Diplo Rep, but that does not make a high tier blobbing idea set. Not sure why you are bringing up religion, since you can always flip religion (also, Coptic is just like Ethiopian ideas: you're only taking it for the CCR in mass blobby SP games). By the religion argument, Byzantium ideas are strong because "they start Orthodox."

By the way when I say WC games I don't mean only WC games, just games where you are always thinking about expanding. Not everyone likes to play like that; some people are content with forming good borders.

Outside of 10% CCR, Ethiopian ideas have nothing. Lone 10% ICA is half as bad as lone 5% Discipine (assuming Infs and Cannons are equal for simplicity, which they aren't). -10% Attrition is also irrelevant because Manpower is infinite in this game except early game, when you use merc manpower (and a good player should not be taking much attrition early game, making the idea completely useless). Literally everything else is complete garbage filler or at best, "okay."

The only thing lone 10% ICA "beats" is lone 10% Fire/Shock damage modifiers, and no quality modifiers. Not really a strong point to bring up Ethiopia's military ideas as a strength.
 
I don't play multiplayer, never have, and I don't think I ever will, so I can't speak to that side, and my arguments are for SP games only.

Obviously you can play this game in many different ways, let it be tall or blobbing. CCR is of course more useful in blobby games, but as I've argued above, the cost and time reduction is useful regardless, just because it saves you both time and mana cost.

We could argue back and forth about what constitutes good ideas for what type of games, let it be the perspective of a good player or a worse one, but it is kinda pointless as long as the games allows for, and in the form of a quite known achievement encourages conquering the whole world, without the possibility of forming another nation and getting 'a high tier blobbing idea set' with Ryukyu, which has an idea set (given that I think we'll never be in agreement on what constitute or don't constitute good ideas, but that's fine, each to his own) I think we'd both consider garbage.
 
What my point is actually is that no national idea set exists in a vacuum, and EU4 is abstracted to such a degree that given what you set out for in your game, you'll augment it with the idea groups you consider you'll need to achieve your goal. You can play tall with militaristic oriented countries, and you can ignore an exclusively tall play oriented starting national idea set and still conquer whatever you want in this game, and after the first 50 or 100 years, the difference won't be detectable.