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EU4 - Development Diary - 23rd of October 2018

Hello! We’ll finally reveal some features of the upcoming Immersion Pack coming with the 1.28 patch. However I need to warn you: HEAVY USAGE OF CODER ART INCOMING!

Our artists nor me have had time to get our hands on the new features yet to make sure the interface is up to par for user usage. So everything is just how the programmer left it. Terrifying thought.

We’ll start with a feature only available to the Catholic Iberians. Establishing Holy Orders. Keep in mind numbers are as usual up for tweakage!

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These are inspired by Jesuit Reductions in the new world but an Iberian nation can put them anywhere as long as the nation own the entire state and that it is fully cored and stated. The available orders are: The Society of Jesus, The Order of Preachers and The Order of Saint Francis.

When an order is selected for a state these following effects are applied to all provinces in that state.
  • Jesuit Order
    • +1 Tax Development
    • 1.5% Local missionary strength
    • -10% Local Build Cost
  • Dominican Order
    • +1 Production Development
    • Removes slaves if trade goods and replace it with something else
    • -30% Culture Conversion Cost
  • Franciscan Order
    • +1 Manpower Development
    • -3 Local Unrest
    • -0.05 Local Monthly Devastation
Each of these costs 50 monarch power to put in place, 50 of the type that order represents. Administrative for Jesuits, Diplomatic for Dominican and Military for Franciscan. As an overlord of a colonial nation you can still place these in their land. The AI will know if a player is involved and restrain itself from placing these orders themselves letting the player optimize their usage.

For the few that manages to recreate the Cremé Pheonix, an Andalusian Muslim, we'll see what we can do for you ;)



Next Feature is one for every colonizer which we have done together with trying to improve the Colonial Diversity, to try and prevent the Colonial AI to spend so much dip points on purging away cultures. Instead allowing the Americas to become the melting pot of cultures it was. Also yet again I warn you that everything you see is in a state of work in progress.

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With Expulsion of Minorities feature you can now tell those damned Puritans in East Anglia to head off to Plymouth Harbor and get on the Mayflower.

Using this costs you diplomatic points akin to how much it would take to culture convert in that province, but upon colony completion it both converts the religion and culture of the province while making the colony have the old religion and culture of home. Also upon completion you get some extra development in the finished colony based on how big the home province were for the minority you sent to live in the colony.

Besides the Culture conversion cost modifier reducing the cost to do this action, in Exploration ideas there is now an idea that will also reduce this cost if you own the Immersion Pack.



Now I’m going to hand it over to our beta who have helped us out with the map in this iteration and helped us overhaul the Spanish Main.

Hello, I’m Evie. You may remember me (as GuillaumeHJ) from old Dev Diary classics like “How to add provinces to Western Africa without getting bored” and “There’s no such thing as too many provinces in North America”. For those of you who joined us since Art of War: nice to meet you.

As you can probably gather, I’m here to talk to you about more map changes. After all, it’s one thing to add provinces to Spain, but much of Spanish history in the Europa Universalis timeline happened outside Spain, in the part of the world that would receive the apt name of “Spanish Main.”

Stretching from the coast of Texas all the way to the mouth of the Orinoco, across the Caribbeans, and back into Florida, the Spanish Main was the heart of the Spanish colonial empire, where the great Treasure Fleets sailed to gather the wealth of the New World. As a result, the “Spain” update also includes extensive additions to the region.

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Map-wise, the changes are extensive – upwards of eighty new provinces and twenty new tags in Mesoamerica, Central America, the Southwestern United States, the Caribbeans, Florida, Colombia and Venezuela. But Cuba and Hispaniola are now up to nine provinces. Colombia and Venezuela get a plethora of new provinces as well along the coast, bringing them much closer to the density found in Central America. The lion’s share, of course, goes to Mexico, especially the heart of Mesoamerica.

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The most important (and by far the most requested) of those provinces are, without a shadow of a doubt, the two we split off from the original Mexico province, representing Texcoco and Tlacopan, the two cities that (along with Mexico-Tenochtitlan) formed the Aztec Triple Alliance. Reducing the Valley of Mexico and the Aztec power base to a single province always felt wrong, so when the opportunity came to update the region’s map with smaller provinces, adding these two was the very first item on the list of changes that needed to happen.

More than new provinces, though, the heart of the update is the new tags. Nine in Mesoamerica proper, six in the Mayan regions, six in the deserts around the US/Mexico border, and one each in Central America and Colombia bring a great deal of depth to the region. Who are they? Read on to find out.

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Mesoamerica

Northwestern Mesoamerica, beyond Colima and the Tarascans, is often thought of as a void, but actually it was a Greece-like patchwork of cities. Representing them all is beyond the scope of this patch, but we’ve added two of the more significant local powers, Tonala and Xalisco, to bring relief to the area.

At the northern edge of Mesoamerica lived a plethora of people that the Aztecs collectively called the Chichimeca (roughly compared with the Greek “Barbarian”). Though they didn’t have the great cities of Mesoamerica proper, they played a fundamental part in regional history, and provided formidable resistance to Spanish expansion for half a century. For them, we’ve added three tags: Otomi and Guarames are two of the more significant people, while Chichimeca covers a variety of smaller groups.

Near the Chichimecan, we find a historical oddity: a Mayan group that wandered far from Yucatan and Central America, to the opposite end of Mesoamerica, the Huastec people.

Closer to the Aztecs, a number of additional states represent various regional powers of some note. To the south, Coixtlahuaca, a mixtec kingdom, fell early when their king defied the Aztecs. To the south-east, Teotitlan became a loyal ally of the empire. To the west, meanwhile, Matlatzinca served as a buffer between Aztecs and Tarascans - until the Aztec invaded it, precipitating war with their powerful rivals.

The South: Mayans, Central America and Colombia.

Further south, the Yucatan peninsula was home to about sixteen Mayan polities in this timeline. Having them all would, again, be impossible, but instead of just having the two rival dynasties of Cocomes and Xiu (whose rivalry dominated Mayan politics in the era), we’ve added two of the better known late post-classic city-states, in the form of Can Pech (Campeche) and Chactemal (Chetumal).

In south-eastern Mexico, a pair of additional Mayan tags add depths to the Tabasco and Chiapas regions. In the former, they’re the Yokotan (or Chontales), who claim descent from the ancient Olmec civilization. In the later, the Tzotzil, one of the more significant local group, serve a similar role.

In Honduras and Guatemala, the Kiche kingdom no longer can afford to get complacent – their perennial rivals (and erstwhile vassals), the Kaqchikel, are now in the game plotting to gain the upper hand, while further east, the Chorti people could also turn into quite the threat.

In Colombia, the Tairona, sister people to the Muisca (who are already in) form a new addition at the northern edge of the country, where the last of the Andes come to die in the Atlantic.

Last, but not least, we have our first non-Mayan Central America tag, based in the coastal jungles of Nicaragua: the Miskito people, who remained independent of Spain long enough to become a British protectorate instead.

The North: Pueblos and Natives.


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To the north, we find ourselves drawn to the upper end of the Rio Grande valley. There, the old Pueblo tag has been split in three to represent the various groups that together formed the Puebloan people. In addition to the old Pueblo tag (now limited to the Rio Grande valley itself), we now have the Keres tag (covering famous pueblos like Acoma and Zia, to the west of the Rio Grande), and the Zuni one, near the New Mexico/Arizona border.

Beyond the Rio Grande valley, our additions take the form of Native American tags. Adding depths to the Apachean people on top of the already-present Navajo and Apache tags, we find the Lipan and Mescalero ready to make trouble for colonizers in New Mexico and Texas, where they were a formidable obstacle to the Spanish historically. Further west, in the foothills of the Sierra Nevada, California finally get representation of its native people in the form of the Yokuts. Finally, in the deserts of north-western Mexico, the Yaqui people, who resisted Spanish then Mexican dominion into the twentieth century, join the fray.

Together, all these additions bring a lot more depth to the areas of the map that ended up being conquered by Spain.


Thanks Evie! Next week I'll be back to talk about more features, one of which that Sweden had quite an excellence of building ....
 
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1. Have them in game means EU4 is not very historical, we can colonize them as we want.
2. The land of Australia trade node is rich but like Caribbean are vulnerable to rebels as the colonial nation can't protect itself, they need a rework like Caribbean in 1.28.
Actually they can protect themselves fine. And while I agree we should be able to colonize these places making them desirable to colonize is another matter. Trade goods aside New Zeeland is better provinces than any in south east asia.
 
Oh please, leave the Inquisition Icon . It's just perfect
 
Will expelling minorities have any effect on colonization speed? I'm guessing making it Siberian Frontier and not counting towards the colonist limit would be just too much, but setting up a CN faster using religious dissidents would have me spending the diplo to do so a lot faster that just a more developed province after the fact, even if we're talking about only +10 a year.
 
I like it! But I prefer to make reviev on Iberia by project of @navaluiki , I hope he would add some maps or other source to make his adds more grounded.
But I demand as soon as possible make reviev on Balkans! It is one of the most huges provinces in Europe! I hope you would do it before new immersion pack
 
I like it! But I prefer to make reviev on Iberia by project of @navaluiki , I hope he would add some maps or other source to make his adds more grounded.
But I demand as soon as possible make reviev on Balkans! It is one of the most huges provinces in Europe! I hope you would do it before new immersion pack

The map has been revamped into a far more detailed project with more community input, posted on the first page. You're all invited to comment on since it's considered a work in progress.
https://forum.paradoxplaza.com/forum/index.php?threads/a-few-suggestions-for-iberia.1123194/
 
I like it! But I prefer to make reviev on Iberia by project of @navaluiki , I hope he would add some maps or other source to make his adds more grounded.
But I demand as soon as possible make reviev on Balkans! It is one of the most huges provinces in Europe! I hope you would do it before new immersion pack

I used population data from the Royal Academy of History of Spain, economic data by Madison and the administrative divissions of Spain in the late 16th and 18th Centuries, as well as topographic maps of Iberia, most of this info is in the thread, but I will later gather them in the CP. Thanks for refering to my thread:)

Edit: I've also been in many of my suggested provinces, so the terrain suggested is also based on what I've seen
 
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@Groogy I am curious what the benefit of expelling a minority really is. If you’re reworking regular colonization, and not automatically granting colonies your culture, I can see it. Speaking of, are we allowes to use this feature on trade company regions?
 
Will expelling minorities have any effect on colonization speed? I'm guessing making it Siberian Frontier and not counting towards the colonist limit would be just too much, but setting up a CN faster using religious dissidents would have me spending the diplo to do so a lot faster that just a more developed province after the fact, even if we're talking about only +10 a year.

You get increase to the Settler Chance based on how big the home province is.
 
It's when we programmers put placeholder UI until an actual artist comes in and makes it nice and shiny.
We like to say that code is art, but that (usually) doesn't make us good 2D artists ;)
Isn't code technically 1D art?
 
@Groogy can you clarify how the Holy Orders relate to the decision "Institute the Societas Jesu" for Spain and Portugal, and the Spanish event "Expulsion of the Jesuit Order"? (and that event should really exist for all the other countries that also expelled them)
 
This is a bit ridiculous, the orders should be available to all Catholics, just as the Third Rome improvements to Orthodox Christianity was available to all Orthodox tags
 
@Groogy I am curious what the benefit of expelling a minority really is. If you’re reworking regular colonization, and not automatically granting colonies your culture, I can see it. Speaking of, are we allowes to use this feature on trade company regions?

Feature is only available for Colonial Nation regions. When a Colony is founded it will base its culture/religion on the majority that also exists in the home continent.
 
Basically, it means empovering Siberian Frontier as well?
This feature can not be used together with Siberian Frontier.
 
I kinda see why resettlement could be used for religion - if you don't have enough missionaries or just want to convert more provinces at the same time. However, I completely fail to see the point in culture-only resettlement - you pay just as much as for standard culture conversion and end up with a wrong culture in a colony.