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EU4 - Development Diary - 27th of August 2019

And now for something completely different.

Introducing 1.29: Manchu!

manchu loading screen.png


Think always of your ancestors,
and cultivate virtue.
Always strive to accord with the Mandate,
and seek for yourself many blessings.
Before Yin lost their multitudes,
They were in accord with the High Di.
Look to Yin as you would a mirror,
The great Mandate is not easy to keep.
- The Book of Odes

The 1.29 Manchu update will include not only the long-awaited 64 bit upgrade, but also a hefty chunk of free content for North-East Asia. Over the next few weeks I’ll be laying out what you can expect from the Manchu update; our focus is of course on Manchuria itself, but the update also has a huge impact on Mongolia, China, Japan, Korea, and parts of Central Asia.

Before we get to that, I’ll say a word about how Manchu came to be. Early in the year we set our programmers to work on tech debt (explained here by our own @MatRopert ), while @Groogy and @DDRJake were busy laying out the design for next years’ European update and expansion. With the design for the future at such an early stage it didn’t make sense for Team Content Design (at the time consisting of myself, @Ofaloaf, and @Caligula Caesar) to begin working on Europe just yet. And so we decided to use this time to create a free content update. We had originally planned to release Manchu somewhat earlier in the year, but various factors beyond our control prevented this from happening and we’ve finally secured a September release. While Manchu will contain some bug fixes, it won't contain the quality of life features we've been talking about lately - those will come with the Europe update next year. So to reiterate: the time we spent working on Manchu did not take any time away from our work on the European update.

With that out of the way, let’s talk about China!

Many players, including myself, haven’t been happy with the balance of Mandate of Heaven’s Emperor of China mechanics and the way they affect the experience of playing in East Asia. What we typically see in 1.28 is a perpetually stagnant Ming and by extension a stagnant East Asia. Players are averse to taking the Mandate of Heaven even as Qing because it is seen (somewhat justifiably) as more trouble than it’s worth. Players starting as Ming are offered very little challenge in their campaign.

We decided to use the Manchu update as an opportunity to revisit these mechanics. We want the Mandate to be desirable while still presenting a unique challenge and gameplay experience for both Ming and those who would usurp the Mandate. What follows is a list of the changes we’ve made to Mandate of Heaven’s Empire of China system:
  • Neighboring non-tributary nations no longer cause Mandate loss.
    • This prevents Mandate loss from bordering large nations such as Russia.
    • It also means that nations that take the Mandate from Ming no longer experience crippling Mandate loss from non-tributaries.
    • The Empire will still gain Mandate from having tributaries, so it is still rewarding to surround the Empire with Tributary states.
  • For each 5 loans the Empire loses -0.03 Mandate per month. Bankruptcy causes a -0.05 Mandate loss per month.
    • The Emperor is expected to bring prosperity to China, not poverty and ruin.
    • Opponents of the Empire now have the option of target the Chinese economy in all manner of creative ways in order to reduce its Mandate.
  • Passive Meritocracy decay has been increased to -2 per year
    • In 1.28, simply having low skill advisors is enough to maintain maximum Meritocracy at all times, so there is no need to ever worry about low Meritocracy.
    • This makes Meritocracy a more scarce resource that will take more time to accumulate.
  • For each 5 Corruption, the Empire loses 0.05 Mandate per month
    • Speaks for itself. A corrupt Empire is not a healthy Empire.
  • -100% Mercenary Availability at 0 Mandate changed to -200%
    • At 0 Mandate Ming shouldn’t be able to hire mercenaries. With Ming’s huge forcelimit, any positive modifier to Mercenary Availability (e.g. Administrative Ideas) allows them to hire a large mercenary army.
  • Low Mandate now has a scaling Global Manpower penalty, up to -50% at low Mandate
    • Ming has a gigantic Manpower pool. Wearing it down is difficult, especially when they take Quantity ideas (which again they often do). Their sheer numbers can help them overcome opponents that they historically struggled to defeat.
    • Dynasties in periods of economic or political decline struggled to raise large or disciplined armies. This was another indicator that the Dynasty was at risk of losing the Mandate.
  • High Mandate now reduces monthly War Exhaustion, up to -0.03 per month
    • This rewards a strong Empire with the ability to sustain itself in wars for long periods of time. It broadcasts that attacking the Empire at a time of strength may be unwise.
    • When a dynasty is perceived to clearly and firmly possess the Mandate, the people are assured that the hardships of war will pass and the Emperor will be victorious.
  • Two new Ruler Personalities have been added, exclusive to the Emperor of China. Humane gives a bonus to Mandate while Petty reduces it.
    • Based on the Confucian concept of ‘ren’. A morally virtuous Emperor is the center of a harmonious Empire.
  • Not owning and controlling Beijing, Nanjing, and Canton reduces Mandate by -0.05 per month each.
    • This adds new tactical and strategic elements to both playing and fighting the Empire. You can damage the Empire’s Mandate by sieging key cities, and even further by taking them in a peace deal. The Emperor must take care to defend these key provinces.
  • The Unguarded Nomadic Frontier disaster will now account for the development of the subjects of Horde nations
    • It is no longer necessary for a Horde that wishes to challenge the Empire to directly control massive swathes of land. Vassals and Marches can be used to increase your power for this purpose.
  • Low Meritocracy now causes Corruption, up to 0.1 per year at 0 Meritocracy. High Meritocracy reduces corruption to the same degree.
    • A player-led Qing or Ming will likely be expansionist. This reduces the impact of corruption from territories. And can be a means to reduce Mandate loss from high corruption.
    • Meritocracy represents the efficiency of the Confucian bureaucracy. Corrupt bureaucrats (which in Ming was extremely common) did not administer efficiently.
  • The Empire gains 0.05 Mandate per month while using the Unite China CB, and new Emperors gain +0.05 monthly Mandate for 20 years. Countries that seize the Mandate begin with 60 Mandate and 60 Meritocracy.
    • This helps countries that have recently gained the Mandate an early source of Mandate, a common issue when playing as Qing or Yuan.
  • We’ve rebalanced a number of Chinese historical events. I won’t go into the details now but an important focus was adding Mandate effects to many event options.

In addition, we’ve designed two new highly impactful event chains to shake up the Chinese world.

dd_ming_crisis.jpg

The Mandate is not easy to keep;
May it not end in your persons.


Though the Ming dynasty was ultimately defeated by the Manchu conquest, its collapse had already begun before the invasion. Disaster and mismanagement within the Ming dynasty were the catalyst for a major peasant rebellion in the 1630’s led by Li Zicheng. Li Zicheng was extremely successful; his forces won many battles against the Ming armies and he captured Beijing in 1644, proclaiming himself Emperor of the Shun Dynasty. Only then did the newly-united Manchus invade, initially under the pretext of defeating Li Zicheng’s rebellion. We’ll talk more about the Manchu invasion next week, for now we’re interested in Ming’s internal crisis.

The Crisis of the Ming Dynasty is a new Disaster that will challenge Ming players and very often lead to the collapse of an AI-controlled Ming. The Disaster can begin any time after the Age of Discovery if Ming has low Mandate or has lost the Mandate entirely. When the Disaster hits they’ll immediately receive penalties to Land Morale, Technology Cost, and Global Unrest, as well as taking a flat hit to their Stability, Mandate, and Corruption. Events will periodically spawn Peasant rebels. This is going to be a very difficult time for Ming. Ming must restore their Mandate by any means necessary or face dire consequences. If rebels manage to occupy 10 provinces in a single Chinese region (North China, South China, and Xinan), an event will fire that immediately spawns breakaway nations. In Xinan the Yunnan Protectorate (represented by the nation of Dali) will demand self-rule, which can be accepted at the cost of Mandate or denied at the cost of a bloody war. In the South, local governors will take matters into their own hands, defying the authority of the Empire and raising their own armies to restore order. Wu and Yue will be spawned on the map, and once again the choice to accept their independence or fight against them will be presented. In North China there will be no such choice. Rebels will seize power in the region and declare that Ming has lost the Mandate of Heaven, proclaiming the Shun Dynasty and immediately declaring war on Ming for the Mandate. The southern revolter states can play a role in the rise of the Qing later in the game, representing the Three Feudatories which we’ll talk about more next week. Ming players must now guard their Mandate jealously lest they fall into ruin and despair.

dd_tumu_crisis.jpg

In this playthrough Esen Taishi managed to get himself killed in battle, but Kundelung Kirghiz has taken up his mantle.

Another challenge to Ming rule came much earlier in our time frame. By 1444 the Oirats had consolidated their power under the ambitious warlord Esen Taishi (more about the Oirats next week). In 1449 he led an invasion of China, captured the Emperor in battle, and came close to winning the siege of Beijing. These events are known as the Tumu Crisis, and they’re now an event chain in EU4. As the Oirats begin the game refusing to pay tribute to the Ming Emperor, they often find themselves in an early war. When this happens Ming receives an event informing them that the Emperor has decided to lead his armies personally, converting the Yingzong Emperor into a (very inept) general. If the Oirats defeat a Ming army commanded by the Yingzong Emperor in a battle an event will immediately fire granting the Oirats combat and siege bonuses, while Ming receives an event reduces their Mandate and Stability, as well as forcing them into a temporary Regency Council. From here the goal for the Oirats is to capture Beijing before the Emperor dies and before Ming appoints a new Emperor to the throne. Should the Oirats succeed the rewards are great: they’ll immediately occupy every province in the North China region owned and controlled by Ming, resulting in a huge amount of warscore which they can use to secure an advantageous peace deal. The capture of Beijing will also cause huge Mandate loss for Ming, though their beloved Emperor will be returned safely to the throne. By pursuing the goals presented in this event chain an Oirat player can make a powerful opening move in their campaign, potentially paving the way for a restored Yuan dynasty.

We’ve had a long time to observe the impact of our work in this region and we’re very satisfied with the results. In 1.29 Ming survives “intact” to the end of the game in less than 1⁄3 of hands-off tests, with the remainder of cases having a variety of results such as a powerful Qing dynasty, a perpetually shattered China, the rise of a new Chinese dynasty (Shun and Wu are the most common), and opportunistic European conquests that exploit China’s internal troubles. I’ve even seen Mughal China a couple of times. The result here is a much more dynamic and much less predictable political situation in East Asia. In the hands of a player Ming is still by far the most powerful nation in the game, though it faces new challenges to its dominance.

It’s great to finally have the chance to talk about 1.29 Manchu after so many months. I’ll be back with more over the next few weeks building up to its release in September. Our next development diary will hone in on the 3 M’s: Maps, Manchus, and Mongols!


Manchu will be a free update to EU4 with new content and the 64 bit upgrade. The European Update and DLC will be coming in 2020.
 
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A mandate linked disaster makes a lot of sense.

Will similar disasters affect non-Ming holders of the dragon throne should their mandate fall below a certain threshold?

It's exclusive to Ming. We didn't want to penalize new dynasties as there's already a perception that the Mandate is more trouble than it's worth. Part of the purpose of the rebalance was to change this perception (and indeed change the reality).
 
Any changes to the religious setup, such as Mahayana being present in Chinese or Korean provinces?
 
How about map updates? China has much worse province density compared to India. This is not right, IMO.

Please no, that really, really isn't necessary. It seems some people want the entire world to have province-detail on par with Germany... sometimes I wonder if such people know how the game works.

Speaking of development however, it would be nice to introduce some asymmetry in development, currently all the world's provinces start with equal Manpower/Production/Tax.

Having parts of Central Asia and the Arabian Peninsula have respectable 3-4 manpower values but with 1/1 tax/production would really represent certain regions being financially useless but a rich source of quality soldiers.
With manpower playing a much more important role in the next update it could really add some regional flavour and strategy, for example Mamlukes could keep their very rich Egyptian provinces but be crippled if they lose manpower sources in Arabia and the Levant..
Too often provinces feel interchangeable, and emphasising differences between manpower vs cash-cow provinces could really make the game feel much richer.
 
Jake mentioned the return of the EU4 dev clash last week (IIRC), will it be coming soon, and will you showcase some of these new features? :)
We have a new stream series today, but we wont be playing on 1.29.

So I'm assuming this patch will be compatible with Golden Century saves?
I would not count on it. Always back up saves before trying a new patch.
 
How about map updates? China has much worse province density compared to India. This is not right, IMO.

Disagree, the world did have more trade with India historically, and it was the most populated region in the world and accounted for around 25% of the world GDP during the Mughal era.

The only thing that makes Indian nations worth playing in this game is that once united, it is a power to reckon with.
However, still the Indian region is divided into five culture groups, while Chinese culture group (development wise) is second only to German. Not to mention the mechanics to take over China make land grabbing easy, with the "Claim the Mandate CB" followed by the "Unite China CB" two of the best early game CB's before "Imperialism CB" becomes available. You even have the option of starting as a unified China in the form of Ming and utterly dominate the region.

India on the other hand, even with the Dharma DLC is still a very ignored region. There are many nations in there without even a decent mission tree, there are many mechanics that do not exhibit any cohesion. Try playing as Sikh and being torn apart between converting provinces to attain religious unity or keeping estates relevant. Or try never having the ability to play certain tags such as the Marathas, due to other more powerful tags being available and more lucrative. Try having to play a nation with one of the weakest major religions in the game. Hinduism is strong for the CCR, but the tolerance is no longer a viable strategy since, the maximum you can achieve since the Humanist Idea nerfs, is +1 tolerance of Heathen, which is nothing when you try to blob for WC.

Whenever, I read some request about China in comparison to India, I seriously wonder why, they arguably have one of the best mechanics and flavor in game outside of the Curia and HRE, and not to mention this gives them so much attention that there have been multiple updates and patches. Indian empires had scores of vassals and princely states, from the Mughals to the Marathas to the British Raj, yet there is no mechanic to resemble this in game. In fact, the British start date in and around the 1700s has Britain incurring a -20 diplo points per month due to having numerous vassals in India! That's right perpetual diplo point drainage for something that was quite normal at the time. Meanwhile, Ming can make the 3000 development Ottoman Empire into a tributary state within one war. And now being a massive empire that borders them, counts for nothing.
 
Not to be too pessimistic, but it also seems strange to me, to give the AI basically a suicide button - pass a reform. If you want to find ways to make Ming implode more often; sure. But relying on the AI to make a bad decision seems dubious.
 
A daimyo that manages to unite Japan should get an event "What should we do with all of these soldiers now that Sengoku is over?" that forces them to either deal with internal revolts arising from having masses of unemployed soldiers, or else to employ them by invading Korea and/or China.

This could be set up as a disaster that Japan can avoid by remaining at war with a big nation for a certain period of time after Japan's unification.

It's worth noting that Japan's invasion of Korea in 1590s indirectly led to weakening the Ming (military expenses), which opened the way for their downfall.
 
Not to be too pessimistic, but it also seems strange to me, to give the AI basically a suicide button - pass a reform. If you want to find ways to make Ming implode more often; sure. But relying on the AI to make a bad decision seems dubious.
Maybe we should see the conditions of the disaster before concluding this? If it's just "Under 50 Mandate" then yeah, that feels weird. I suspect the threshold will be lower than that, maybe 30 or even 20, so it's possible to pass a reform without immediately starting the disaster ticking, while still inviting opportunistic rivals to attack, which would be enough to tip the scale.
 
Nice new update. Can't wait for new Ming and Manchu play-throughs.

Any update on the corruption from too many territories / trade companies/ moving capital things and the AI inability to do religion conversion? Things that were for the right reasons, not very well received either.
 
Another challenge to Ming rule came much earlier in our time frame. By 1444 the Oirats had consolidated their power under the ambitious warlord Esen Taishi (more about the Oirats next week). In 1449 he led an invasion of China, captured the Emperor in battle, and came close to winning the siege of Beijing. These events are known as the Tumu Crisis, and they’re now an event chain in EU4. As the Oirats begin the game refusing to pay tribute to the Ming Emperor, they often find themselves in an early war. When this happens Ming receives an event informing them that the Emperor has decided to lead his armies personally, converting the Yingzong Emperor into a (very inept) general. If the Oirats defeat a Ming army commanded by the Yingzong Emperor in a battle an event will immediately fire granting the Oirats combat and siege bonuses, while Ming receives an event reduces their Mandate and Stability, as well as forcing them into a temporary Regency Council. From here the goal for the Oirats is to capture Beijing before the Emperor dies and before Ming appoints a new Emperor to the throne. Should the Oirats succeed the rewards are great: they’ll immediately occupy every province in the North China region owned and controlled by Ming, resulting in a huge amount of warscore which they can use to secure an advantageous peace deal. The capture of Beijing will also cause huge Mandate loss for Ming, though their beloved Emperor will be returned safely to the throne. By pursuing the goals presented in this event chain an Oirat player can make a powerful opening move in their campaign, potentially paving the way for a restored Yuan dynasty.

Just to be clear, is this event deliberately designed so that it never happens to a human Ming player? Since no human player would put an inept emperor-general in charge of the army anyway, but especially so if they are aware of this event.

If this isn't the case, then I think it would make sense to give some kind of bonus to the Ming army being led by the emperor. Again, because otherwise, the human will have no incentive to put him in charge of one.