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Europa Universalis IV - Development Diary 10th of October 2023 - Yemen and Arabia

Greetings everyone! Today we will take a look into Yemen and the Arabic states, coming back to a more regular type of DD.

Let us start with the content for the Yemeni countries:
rassid missions.png

yemen missions.png

Note: Mission icons are still WIP.

As you might notice, the first mission tree is for the Rassids while the second one is for all Yemeni countries. The reason for this is that they are one of the two unique tags that follow the Zaidi school of Islam (the other one is Gilan on that note) and even are a Feudal Theocracy, so figured they deserve a bit more attention.

In general, though, the Yemeni tags are relatively similar with a similar focus which is the unification of southern Arabia, expansion into the Horn of Africa, and, of course, trade.

The Yemeni tags won’t have any big gimmicks to play with as you will probably either form the Mamluks / Egypt or Arabia later on. With that being said, they still have some interesting additions and small design experiments. An example is the addition of more age-lasting rewards like in the “Unite Yemen” mission:
age rewards.png

Note: Completing missions with age-limited modifiers after the age has passed will just give some small monarch power instead.

These kinds of rewards should incentivize you to focus on certain missions and allow us to give impactful rewards without having to worry about them stacking too much indefinitely as this was the case with permanent rewards.

A bit of a theme for the Yemeni mission rewards is to strengthen the Propagate Religion Trade Policy as you can see in the following missions:
propagate religion.png

And as a trade-focused nation, you will gain the ‘Thalassocracy’ reward when you manage to make the Gulf of Aden the highest-valued trade node and make a monthly income of 300 ducats.
thalassocracy.png

What is a Yemeni country without its focus on coffee?
coffee.png

The “Port of Mukha” requires you to have a workshop, shipyard, and 20 development in the coffee province. The resulting plantation will then pretty much carry your economy while you can focus on “Qahwah Monopoly”.

Now a short insight in the Rassids-specific missions:
rassids missions 1.png

rassids missions 2.png

And when you are done with the Yemen mission tree then you can form into Arabia to continue your campaign. With “Unite Arabia” you will be able to form Arabia a lot earlier too:
unite arabia.png

With that being said, let’s take a look at the Arabic content. Before I go into the Arabic mission trees, I should mention that Arabia has received new ideas so they are no longer a drawback to form:

Code:
ARB_ideas = {
    start = {
        tolerance_own = 2
        years_of_nationalism = -10
    }

    bonus = {
        siege_ability = 0.15
    }

    trigger = {
        tag = ARB
    }
    free = yes

    ARB_arabian_pincers = {
        cav_to_inf_ratio = 0.25
        cavalry_power = 0.25
    }
    ARB_pact_of_umar = {
        dhimmi_loyalty_modifier = 0.1
        global_tax_modifier = 0.2
    }
    ARB_engage_in_indian_ocean_trade = {
        trade_steering = 0.2
    }
    ARB_conversion = {
        global_missionary_strength = 0.03
    }
    ARB_jihad = {
        warscore_cost_vs_other_religion = -0.1
    }
    ARB_new_caliphate_rising = {
        missionaries = 1
        missionary_maintenance_cost = -0.25
    }
    ARB_mubarizun = {
        army_tradition_decay = -0.01
    }
}

Also forming Arabia will now fire the following flavor event, allowing you to change your capital to one of the important provinces from the Caliphate states:
arabia_capital_event.png

Now to the mission tree for the Arabic countries and Arabia as a whole:
arabia_missions.png

These missions are available to all Bedouin and Hejazi countries. The mission tree is split into 5 parts, 2 of them are inspired by Hejaz while the other 2 smaller parts are inspired by Najd. The last and biggest part is telling the narrative of the formation of a new Arabic Caliphate, and as such possesses a large number of conquest missions.

Starting with the Hejaz-flavored mission parts which branch from the missions “Promote Shura” and “Protectors of the Two Cities”. Here are some highlights of these missions:
wahabism.png

protectors_of_the_cities.png

expand_jeddah_port.png

Note: Jeddah is a Coastal Desert province. So in total, the province will have a -5% Local Development Cost from mission rewards after completing these missions.

As for the Najd-flavored part, here are the following highlights:
befriend_local_amirs.png

Note: Countries which do not have the government mechanic gain +15% Permanent Reinforce Speed instead.
the_harsh_desert.png


found_riyadh.png

Before moving on to the last part of the mission tree, I should mention a special decision available to Bedouin and Hejazi countries. Near the city of Medina used to be an old gold mine which was virtually exhausted in EU4’s timeframe. However, as your early economy in Arabia is barely sufficient enough to cover your state maintenance, we have added a decision that allows the Medina province to help boost your economy for the early years:
restore_cradle_of_gold.png

And once gold runs out of its usefulness to you, you can restore Cloth production once more.
close_cradle_of_gold.png

At last, we now take a look at the core of the mission tree which is heavily dedicated to expansion to mirror the past achievements of the Islamic conquests. As these missions are quite self-explanatory, I will focus on the big highlights of this part:
topple_mamluks.png

abbasid_legacy.png

unite_the_homeland.png

caliphal_ambitions.png

Note: The mission is significantly easier to complete than the Unify Islam decision.

rightly_guided.png

That was it for this week. Next week @Pavía will present you a feature breakdown of 1.36 as well as new and exciting QoL and modding additions. Until then, I wish you all a great week!
 
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Is this an English mod? Not everyone is comfortable with this language; for example, some of the members of this forum have to resort to automatic translation. And if EU IV had been entirely in English, I would never have bought it
Its originally English yes, but as its one of the biggest mods, the odds that it has a translation in your language are quite high
 
Please put back the core creation cost in the Arabian ideas. It's not so easy to form and it will find strong powers on its path of expansion (like the Mamluks, the Ottomans, Spain and maybe even France), so I don't see a reason to nerf it. Also, since Arabia represents the early Islamic Caliphate, it makes sense to give it a modifier so important for rapid expansion given how fast the early islamic conquests were.
 
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This whole DLC and its sorrounding philosophy seems like they picked the wrong region for that. Huge mission trees for a few select tags could have worked way better with South America, maybe even India. There, you could give big trees to the big three nations, Aztecs, Maya and Inca, maybe even the Zapotecs.
At this rate they might give a colonial tree to Byzantium on the South American DLC as well :p
 
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I know im kind of late to the party here but while the devs are working on adding yemen flavor, I wrote a proposal for a yemen event a few years back that i still think could be nice. Its an event based on the Mawza Exile of jews in yemen.

To sum up the history real quick in the 1600s the religious leaders of yemen were concerned that theyre large jewish minority was to influential in their society so they 'expelled' them all to 1 small province on the coast. This temporarily would have made the province jewish while at the same time wreaking the yemeni economy. 1 year later the leaders of yemen realized it wasn't worth the economic hit and reversed the order.

The whole history seems to lend itself to a good event chain. Where the you can choose to anger the clergy, change province religion, and have tax modiers involved.


Heres a link to my original suggestion, looking back on it, it needs some workshoping but the idea is still good.


 
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Also, since Arabia represents the early Islamic Caliphate, it makes sense to give it a modifier so important for rapid expansion given how fast the early islamic conquests were.
Permaclaims are the tool which represents this notion. They are superior because they are limited to specific provinces, unlike ideas which are country-wide and infinite.
Also, permaclaims are -25%, i.e. a higher discount :)
 
I've skipped the last dlc. I'll skip this one too. Mission "reworks" are boring and not worth the money in my oppinion.
 
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