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Europa Universalis IV - Development Diary 14th of March 2023 - Government Mechanics + Free Content

Good afternoon and welcome to another Developer Diary! This week we will be taking a closer look at various types of new content added to the game, starting with a review of the new Government mechanics that will come with Domination, and the additions we made to previous DLCs as well as to the base game.

Before we begin, let’s take a moment to address the concern around power creeping in 1.35 that has been discussed by the community in the past weeks. The content we showcase in Developer Diaries is usually in a rough form, not just from the perspective of numbers but also even from that bonuses. QA and Beta testing, along with your feedback, shape and changes the content vastly over the coming weeks. As a result, more often than not the content of the Dev Diaries does not reflect the final iteration. We take great pride in combing through and interacting with many of the comments under the Developer Diaries. We wanted to take this opportunity and note that in the cases of the Ottomans, France, Japan, and every other Great Power we have previously showcased, we have taken great steps towards rebalancing, snipping bonuses, nerfing, and even out-right changing modifiers completely. This is at least in part attributed to your stellar feedback, which helps guide us as we move through the development process. Having said that, thank you for taking the time to comment and contribute, even if we’re not always ready to answer as much as we’d like, but we genuinely appreciate it and try to take it into account as much as possible. Now that’s out of the way, let’s move on to today’s content!



Let’s start with an updated review of all the new Government Mechanics available with Domination. You may notice that they are using a similar box, which will now be part of the Government window (Note: the Purple box does not appear for countries who do not have mechanics). This has been done to make the expansion and maintenance of special Government mechanics easier, but also it will increase its modding possibilities (something we will talk about more in-depth next week):

image.png

New look of the Government window. When having more than one mechanic at your disposal, a lateral scrollbar inside the window will allow you to check them.

So, let’s showcase them:

Ottoman Decadence

Decadence.png

Ottoman Devshirme

Devshirme.png


Russian Table of Ranks

Table of Ranks.png


Russian Rule

Russian Rule.png


Spanish System of Councils

System of Councils.png


Japanese Land of the Christian Sun

Land of the Christian Sun.png


The New Prussian Militarization

Prussian Militarization.png

Following up on your feedback for Prussian Militarization, I went ahead and tweaked it a fair bit:

  • Removed Land Forcelimit and replaced it with Land Maintenance Modifier
  • Decay halved in tier 2 and 3
  • Added a decay countermeasure to slow down the loss of militarization
  • Militarization Interactions now cost 20 Militarization instead of 50
Mercenary Militarization

Mercenary Militarization.png

Note; This reform will NOT stack with other types of militarization!

Korean Perfectionism

Perfectionism.png


Parliament vs Monarchy (which is used by the English Parliament)

Parliament vs Monarchy.png


And the Shogunate, which although not part of Domination, received a bit of a re-balance:

Shogunate Starter.png

  • Forcibly Expel Ronin
    • -1 Global Unrest for 10 years
    • 50 Admin Power
    • -5% Liberty Desire in Subjects for 10 years
  • Sankin Kotai
    • +3 Diplomatic Reputation for 10 years
    • 50 Dip Power
    • +0.25 Monthly Autonomy Change in Subjects for 10 years
  • Sword Hunt
    • -15% Regiments Cost
    • 50 Mil Power
    • -10% Manpower Recovery Speed in Subjects for 10 years

Starting off with non-Domination-related, let’s start with the Base Game. A while back we released a Developer Diary around the addition of new Idea Groups as well as the re-balancing of existing ones (this is also a great way to showcase the impact of your feedback by comparing the old iteration with the new one!). Since then, a lot has changed based on a multitude of factors. Here are the current iterations of the 3 new Idea Groups:

Infrastructure Ideas:

Infrastructure Ideas.png

Note; Do not be alarmed by the Expand Administration Cost, granting it does not mean it’ll be free forever, read more HERE


Court Ideas:

Court Ideas.png

Note; the idea “Respected Authority” also carries a unique mechanic that reduces Absolutism loss from every Estate Privilege by -20% (which effectively translates to +1 or +2 Absolutism per Estate Privilege in most cases!)
Mercenary Ideas:


Mercenary Ideas.png

Note; We decided to remove the ability to split Mercs because it led to the impossible situation of splitting them, then mixing their 1k stacks in the same province without being able to consolidate them between each other and then not being able to re-merge them properly. However, the modifier itself is still in the script so perhaps modders can find uses for it! But a warning ahead: it can cause some out of syncs, so use it with caution.

Now that the new idea sets are showcased, let’s take a look at some highlighted changes:

Religious Ideas:
  • Church Attendance Duty now grants +10% Manpower in True Faith Provinces



Economic Ideas:



Economic Ideas.png



Administrative Ideas:
  • Moved the Core Creation Cost to slot 3
  • Governing Capacity Bonus nerfed to 20% (used to be 25%)
Expansion & Exploration Ideas:
  • Changed the Idea Factories to - > -10% Trade Company Investment Cost & -10% Trade Company Governing Cost. It is now in the 5th slot of Exploration Ideas. Expansion now gets the Viceroys idea, which used to be in Exploration (We have also tweaked Global Tariffs, hopefully they will be a bit more worthwhile now!)
  • Additional Diplomats now grants +1 Diplomat and -5% Liberty Desire of Subjects in Other Continents
  • The goal of these changes is to turn Expansion into the “Americas” colonization idea whereas Exploration should now be more useful for general exploring and going into and beyond Africa!
Humanist Ideas:

Humanist Ideas.png

Note; In the interest of time, we won’t showcase every change and instead focus on bigger and more impactful additions!

Espionage Ideas:


Espionage Ideas.png

Note; spy_actions_cost_modifier is new and applies to all Espionage-related actions and notice can_claim_states is now a modifier as well! There is always a cost/benefit relationship between picking idea groups, hopefully Espionage will be more competitive now!
Aristocratic Ideas:



Aristocratic Ideas.png

Note; the biggest change here is breaking down the strong cavalry idea and adding the cost to fabricate claims / reduction as well as unjustified demands
Defensive Ideas:


Defensive Ideas.png

Note; Defensive Ideas have received a revamp in their policies as well! Now many of them focus on more worthwhile aspects of the game!

Quantity Ideas:

For this group, we have elected to increase the Manpower and Forcelimit a bit, to 33% each. It’s an experimental change and we would love to hear your thoughts on it!

Let’s briefly look into some policy changes:

Defensive Policies:

Defensive Policies.png


And one final look at the current version of the new Idea Group Policies (not much changed, for posterity’s sake)

Mercenary Policies:


Mercenary Policies.png

Court Ideas:

Court Policies.png

Infrastructure Policies:

Infrastructure Policies.png

I should also note, that the AI is now far more proficient at not only picking but also combining Idea Groups based on a multitude of factors such as:
  • How militaristic their National Ideas are
  • What is their current mana generation of ruler, heir, etc. (as in, can they support the idea group AND not fall behind in the same type of tech?)
  • How threatened they are by neighbors and how they stack up against them
  • How defensible their terrain might be
  • What other idea groups they have picked (for better Policy combos)
While on the topic, let’s take a look at some of the events associated with the new idea groups!

Infrastructure Ideas:



Infrastructure Event.png

Court Ideas:


Court Event.png


Mercenary Ideas:


Mercenary Event.png

Note; Each Idea Group will come packing 10 new events, equally split between positive and negative!
Another impactful change in this line we decided to go forward with, is turning the "Slacken Recruitment Standards" into a 'toggle' button. Instead of magically making 20,000 dudes appear out of thin air, your conscription centers now lower their standards in order to fundamentally increase your Manpower Recovery Speed:


Slacken Button.png

Since we are catching up on previously shown content, let’s take another look at the Artillery Units, here you have them with proper names, and their final pips:


New Cannon Units.png


Another interesting addition to the base game is the introduction of the Tier 5 Military Government reforms, which we talked about the past week. The vast majority of these (barring some tag-specific ones) will be free:


Military Reform Tier.png

Note; Given the scope of the reforms, spanning nearly the entire globe, you won’t see them all by picking just 1 country. This is what Switzerland sees, as an example!


With 1.35 we introduce some new privileges for free, which add some estate-specific mechanics to estates that were lacking them:


crownlandprivileges.png

Note; Of course there are the Indian equivalents of these privileges too.


Moving on, we have a good deal of new traits related to generals, admirals and even rulers, all of which will be part of the base game:

New General Personalities

  • Cuirassier Leader: +10% Cavalry Combat Ability
  • Cruel Tactician: +10% Morale Damage
  • Frontline Holder: -10% Morale Damage Received
  • Strict Drillmaster: +2.5% Discipline and -50% Drill Decay
New Admiral Personalities

  • Naval Strategist: +10% Disengagement Chance
  • Inspirational Captain: +5% Naval Morale and +10% Navy Morale Recovery Speed
  • Naval Cannoneer: +10% Number of Cannons Modifier
  • Wooden Waller: +10% Hull Size Modifier
  • Cunning Navigator: +1 Fleet Movement Speed
New Ruler Personality

  • Peasant Revolt Leader: +10% Morale Damage and -1 Global Unrest (available to Peasant Republics)
  • Patron of Arts: -5% Technology Cost and -5% Idea Cost
Now let’s move to the content that we are adding to previous DLCs!

For owners of Leviathan, we have added 7 new Great Projects (all shown at their Tier 3):


Aljaferia Palace, in Saragossa.

Aljaferia Palace.png

Note; Spelling of the province is correct, Aragon now starts with Catalan as its primary culture.

Divrigi Hospital & Mosque in Divrigi.

Divrigi Mosque & Hospital.png



Edinburgh Castle in Lothian.


Edinburgh Castle.png



Grand Canals in the South Jiangsu area:


Grand Canals.png



The Imperial City of Kyoto.

Imperial City of Kyoto.png



The Palace of the Popes in Avignon.


Palace of the Popes.png



St. Basil’s Cathedral in Moscow

St. Basil's Cathedral.png


Taking your feedback into account, we decided to dedicate some of our artist time into reworking the visual for the Walls of Benin, to better reflect how they looked like in real life:


Walls of Benin.png

Note; I left the gfx of the old Benin Walls in the files with a different name, just in case we (or the modders) use it in a more appropriate place!

For owners of Golden Century, as pointed out in a previous Developer Diary, we added new Holy Orders:


Holy Orders.png

Note; We see that 2 of the Holy Orders shown here have similar bonuses (Local Defensiveness) and we will get it fixed asap!


For owners of Rule Britannia we went on to add or re-balance the following new Naval Doctrines:

Venetian Arsenal (re-balanced):

  • Number of Cannons Modifier: +10%
  • Sailors Maintenance Modifier: -10%
Korean Panokseon:

  • Ship Durability: +5%
  • Morale Hit from Sunken Ship: -25%
Japanese Atakebune:

  • Heavy Ship Combat Ability: +5%
  • Naval Morale: +5%
Hanseatic Trade Fleet:

  • Global Ship Trade Power: +25%
  • Naval Tradition from Protecting Trade: +100%
Ottoman Great Navy:

  • Global Ship Cost: -10%
  • Naval Forcelimit Modifier: +20%
Maghrebi Corsairs:

  • Privateer Efficiency: +25%
  • May Perform Slave Raid
  • Available Province Loot: +50%
Letter of Marque:

  • Disengagement Chance: +10%
  • Movement Speed in Fleet: +1
  • Chance to Capture Ships: +20%
Novgorodian Ushkuiniks:

  • Allowed Marine Fraction: +15%
  • Sailor Maintenance Modifier: -10%
Dvoryane Admiralty:

  • Naval Tradition: +1
  • Naval Leader Shock: +1
Malayan Seafaring:

  • Disembark Speed: +50%
  • Naval Attrition: -25%
  • Naval Transport Attrition: -50%
Junk Fleet:

  • Light Ship Cost: -50%
  • Naval Forcelimit Modifier: +25%
Chinese Treasure Fleet:

  • Trade Range: +25%
  • Colonial Range: +25%
  • Treasure Fleet Income: +25%
Maratha Naval Bombards:

  • Naval Barrage Cost: -25%
  • Blockade Impact on Siege: +1
  • Blockade Efficiency: +25%
Polynesian Navigation Seas:

  • May Recruit Explorers
  • Colonial Range: +50%
Naval Tactica: (for Byzantium)

  • Disengagement Chance: +15%
  • Galley Combat Ability: +20%
Basque Marines:

  • May Recruit Explorers
  • Landing Penalty: -1


Furthermore, we have also reworked the UI for the Emperor of China that comes with Mandate of Heaven, as to accommodate the new Decrees and Reforms that were added (and which we showed a couple of months ago), and to improve the user experience associated with it:


Emperor of China UI.png

Reminder; For Mandate of Heaven owners the Emperor of China now has over 10 New Reforms and Decrees. Reforms can largely now be completed in any order but many of them have certain requirements (have X idea group completed as an example)


Lastly, we tweaked the Reformed religion a fair bit, in order to add a lot more versatility, as we did previously with Protestantism! Now, Aspects are activated and deactivated as toggle buttons. Each toggled aspect will drain -8 Monthly Fervor. In most of our tests, players can attain a level of monthly fervor in which they can maintain at least 1 aspect at all times. Moreover, we added a new aspect: Diplomacy while stacking your Fervor higher gives its own different benefits!


Reformed Religion.png

Note; Numbers are not final, we’re openincorporatingrate feedback on them.

And now, to finish, a couple of additional cosmetic changes to the Base Game:


For those of you who love painting the map when it comes to forming Japan, I added the ability to adopt your Daimyo Color upon forming Japan, based on a selection of the top 15 most popular Daimyos. Here's how it would look for a handful of them:

Shimazu Japan

Purple Japan.png



Oda Japan

Red Japan.png



Takeda Japan
Orange Japan.png


So Japan

Pink Japan.png



While these colors certainly look fresh, some may not like the color change and wish to play with the original Japanese color. For this purpose, I added a new decision available for 10 years that will revert your color to the original Japanese one:


Restore our Color.png

Note; I added a similar decision for name-changes for peeps who want their original name!


To make a note on a previously discussed topic, we asked you guys for feedback on the various choices regarding the English and Angevin flags:

English Flag:

English Flag - Base.png



Angevin Flag:

English Flag.png

Note; the flag looks a bit off-putting on the edges due to the zooming/stretching for the purposes of the Dev Diary!

And that’s all for this week! We hope that you like the changes and additions that we have made to the game, as we’ve put a lot of effort into adding more depth to it for 1.35, in parallel with the development of Domination. In that regard, the changelog will again be massive, with hundreds of issues fixed and tweaked.

Next week @Ogele will talk about the new Usermodding features that we’re also introducing in the next update, so make sure you read it if you’re interested in the wonderful mods available for EUIV, as they will probably come with a bunch of novelty in the following months!

image-2.png
 
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the black bars were not added to the Prussian flag until 1823,
My bad, didn't know that. Point rescinded. Would still like a better resolution Prussian flag though
 
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Basque Marines:

  • May Recruit Explorers
  • Landing Penalty: -1
Will this be able to unlock the Colonialism Institution without Quest for the New World?
 
I'm one of the most interested in a Colonial Nations update and I agree that colonialism should be treated with the attention it deserves considering its relevance in this time period.

But I don't necessarily agree with colonies providing much more help. In my games they help in wars just fine for what I would historically expect. Colonies weren't powerhouses.

I do think there should be more interactions between powers and their colonies, more ways to customize them, and agree with everything ValhallArchitect mentioned. They also desperately need flavor, and a huge revision of their history to better reflect how they worked mechanically. Just buffing them for war and increasing their growth speed is not the type of update that would make it realistic or satisfying.
True enough, they never went on overseas war for example

They had their own financial issues (getting the colonies profitable without British or French intervention for example) and borders to guard against both European powers and natives raids incursion, not to speak about the numerous indigenous revolts in New Spain.

It was of course economically different for New Spain, given the high amount of gold the crown extracted.
 
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Hey, this question isn't so related to the dev diary, I just noticed some modifiers and wanted to ask specifically how does the modifier "average monarch lifespan" work?. Does it reduce the yearly death change? Does it reduce the effective age for the death chance roll? I've played around with the modifier in my Knights games, but I really don't know if I noticed a difference. The wiki doesn't have any info on it. If I don't get an answer here, I'll probably just go into the files since I've yet to see any real discussion of the modifier.
 
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Personally would love to see the three crowns come back for Sweden and for Denmark to have the three lions. I do agree on Angevin too, I find it incredibly weird to make it a formable in the first place. The English monarchs never wanted to proclaim a new kingdom, they just wanted to be the King of France. If anything the path should've made you become France and have England in union, where it would have the three lions without fleur de lys, or part of the kingdom where we have 1444 English coat of arms or even just the fleur de lys. People really don't realise just how little English monarchs cared about England itself until the French kicked them off the mainland.

I could see a decision for England to abandon the French claim, similar to what they did after the French Revolution, which would change it to the English lions alone, and remove the historic rivalry between England and France. Of course this should only be available after surrendering the mainland and would represent England looking elsewhere.
I definitely agree. The route for winning the hundred years war should have been becoming France with a PU on England. The devs even acknowledge this a little bit with the fact Anglois culture appears and becomes part of the French group when you form it apparently, but they insisted on the new tag.

Your argument about national flags vs royal arms I do find pretty compelling. I think Denmark's 3 lions is kind of a stinky flag personally, but for consistency's sake with the other countries in the game it's definitely the correct choice.

The 3 crowns change I know they had a justification for (mistakable for fleur de lys) but it was always silly to me that the cross was thick and centered. It looks like something generic you'd get out of the custom nation designer.
 
Tech “tree” and flat culture groups/cultures (without traits) are two aspects of the game which have not changed since EU3.

CK3 and VIC3 both did pretty interesting reworks for these aspects.

Maybe it’s just wishful thinking but I expected some improvement for these decade-old mechanics, or will we have to wait until EU5 ?
 
After having thought about this change for a while I realized something.

Expansion & Exploration Ideas:
  • Changed the Idea Factories to - > -10% Trade Company Investment Cost & -10% Trade Company Governing Cost. It is now in the 5th slot of Exploration Ideas. Expansion now gets the Viceroys idea, which used to be in Exploration (We have also tweaked Global Tariffs, hopefully they will be a bit more worthwhile now!)
  • Additional Diplomats now grants +1 Diplomat and -5% Liberty Desire of Subjects in Other Continents
  • The goal of these changes is to turn Expansion into the “Americas” colonization idea whereas Exploration should now be more useful for general exploring and going into and beyond Africa!

While I appreciate your effort to make Expansion into the New World idea group and Exploration into the Trade company one, there's a fundamental problem with some of their ideas. For the Expansion ideas their finisher bonus is outright useless into the new world and that minimum autonomy reduction is way more beneficial into the prospective of using trade companies; while for the Exploration ideas the treasure fleet income of Global Empire and the bonus of fabricating claim into colonial regions are respectively useless afaik and out of flavour if this is the group for going into Africa and beyond. So a bit more changes/polishing seems necessary to make the idea groups feel truly dedicated to two different purposes.
 
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Historically colonization was one if not the most important thing happening in EU4’s timeline. We have to waste so much time ingame to colonize and the colonies only provide trade and that’s it they never help in wars and never bring their navies to help you effectively. The colonies should be WAY more useful because in real life they pretty much carried countries like Spain, Portugal, and Great Britain on their back
I think the main issue is that there isn't really any simulation of colonies being built up. That's sort of the old interpretation of colonies- you go to a place that's empty and build it up. Now we tend to think of it more of going to a place and draining it of resources to the motherland. Now both can be true at the same time- but cities that were built in the America's like New York or New Orleans were built from the ground up and were more than simply hubs of distribution for goods to the old world.

The issue is that colonization right now largely acts to simply claim a province and swap it's culture, but not to simulate the building of new settlements. I don't think necessarilly you should get increased dev for each province you colonize, but right now the age of discovery ability to add dev to provinces is about the only time your colonies will get dev'd up. I mentioned before part of the problem is since you can't use the 'encourage development' state edict on your subjects increasing development will always be more costly in your subjects than your own territory, and this should be addressed. There should be some general -10% cost to developing your subjects lands available in the game, as well as maybe estate agenda's to develop your subjects lands. I also suggested earlier that when you form a colonial nation, you should have the option to choose their capital (which otherwise means a very random low dev province could be the capital instead) and it should get some increased development as well. With more development the colonies would be stronger and richer and be of more utility.
 
Is the mandated church attendance bonus of 10 percent manpower in truth faith in addition to, or a replacement of the current 25 percent stability cost reduction, because if it is just a replacement, it is quite weak.
 
Hopefully this is addressed in a future patch which buffs Scotland's national ideas, preferably defensive focused. The addition of Edinburgh Castle is a great start. I'd like to see national ideas that stack with it's modifiers. +1 attrition for enemies would be nice. I think +10% morale of armies would make sense for Scotland too.

Scotland's +1 land leader shock tradition doesn't really hold up against England's +10% infantry combat ability tradition because it relies on RNG. So in the early game Scotland has to contend with not only a quantity issue but also a quality issue. It needs something to offset that to better ensure it's survival.

-15% aggressive expansion impact needs to go, it doesn't suit Scotland.

-10% stability cost modifier is a really poor idea.

-10% ship costs is poor.

+33% land force limit is pretty much essential for Scotland so it's an S tier idea. Same with +20% manpower modifier.

I think land maintenance -5% is an okay idea but it's a bad ambition. I'd make it -10% and make it one of the first ideas.

+10% tax modifier isn't really useful either unless it's an early idea.

Only -1 national unrest, poor.

+1 yearly legitimacy is poor.

Not a great idea set considering 99% of campaigns it underachieves, historically speaking.
Personally I don't think +1 attrition works. The Scots weren't so much guerilla fighters, so much as they were very smart at picking their battles. While the lowlands could be easily invaded the Highlands weren't, and so it was easy to retreat into the Highlands and then strike at the enemy at the right moment, one example would be the battle or Sterling Bridge where they lured the English over the river, and the destroyed the bridge denying them an escape as they then attacked.

A focus on Scotlands military should in some way account for the highlands, it's a little bit hollywood but it was essential to their defense for centuries. Extra morale though works, given the Scots had that in spades.
 
100%

Personally I play with a flag mod, not a fan of a lot of the design choices by PDX
Same. I've made my own as well as a mod that changed some tag names. Things like Ottoman Empire, Polish-Lithuanian Commonwealth, Abyssinia, etc. I'm not sure how to do that with dynamic naming or if it would break checksum. Regardless, I still think Denmark-Norway naming convention would be a nice little easy addition
 
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I definitely agree. The route for winning the hundred years war should have been becoming France with a PU on England. The devs even acknowledge this a little bit with the fact Anglois culture appears and becomes part of the French group when you form it apparently, but they insisted on the new tag.

Your argument about national flags vs royal arms I do find pretty compelling. I think Denmark's 3 lions is kind of a stinky flag personally, but for consistency's sake with the other countries in the game it's definitely the correct choice.

The 3 crowns change I know they had a justification for (mistakable for fleur de lys) but it was always silly to me that the cross was thick and centered. It looks like something generic you'd get out of the custom nation designer.
I think they should offer an alternate route in Englands mission tree.

Option 1. Abandon claims on France, form Great Britain
Option 2. Try to claim France, but fail and back out to the Great Britain path, so you aren't locked out of that mission tree if you lose against France
Option 3. Enforce the PU on France, and then form France and get Frances mission tree (which for the guy complaining about being locked out of the colonial and navy game, France's missions still have some colonization and a few navy buffs so it seems to me a decent compromise), also this comes with some bonuses to allying Scotland to keep Scotland alive
Option 4. Form the Angevins

I think this helps give some more versatility to conquering france while not providing too much extra work for the devs. And also destroying France as England to only form France would be a great meme.
 
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Expansion & Exploration Ideas:
  • Changed the Idea Factories to - > -10% Trade Company Investment Cost & -10% Trade Company Governing Cost. It is now in the 5th slot of Exploration Ideas. Expansion now gets the Viceroys idea, which used to be in Exploration (We have also tweaked Global Tariffs, hopefully they will be a bit more worthwhile now!)
  • Additional Diplomats now grants +1 Diplomat and -5% Liberty Desire of Subjects in Other Continents
  • The goal of these changes is to turn Expansion into the “Americas” colonization idea whereas Exploration should now be more useful for general exploring and going into and beyond Africa

Are you also swapping the finisher Bonuses? Because minimum autonomy in territories is pretty useless for colonising the Americas, given that the vast majority of the area will be given to Colonial Nations, and the current Exploration Bonus would be a better fit. Not getting conquistador's from the 'New World' set is also pretty odd.
 
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I definitely agree. The route for winning the hundred years war should have been becoming France with a PU on England. The devs even acknowledge this a little bit with the fact Anglois culture appears and becomes part of the French group when you form it apparently, but they insisted on the new tag.

Your argument about national flags vs royal arms I do find pretty compelling. I think Denmark's 3 lions is kind of a stinky flag personally, but for consistency's sake with the other countries in the game it's definitely the correct choice.

The 3 crowns change I know they had a justification for (mistakable for fleur de lys) but it was always silly to me that the cross was thick and centered. It looks like something generic you'd get out of the custom nation designer.
there was Litteraly 50 posts of whining from 3~5 people because of the anglois becoming a french culture group and the facts that you cannot stay great Britain if you take the continental Angevin way.

I let you imagine if the reward was becoming french. My guess is they would've probably died of a heart attack. (even tho this would be more historically correct than everything they're trying tho push )
 
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Nice to see the Aljaferia Palace in EUIV! I literally live just a couple of minutes walk from it.

What I don't get is why Zaragoza (Saragossa) is becoming Catalan. We've never been Catalan, more the other way round as Catalonia was under Aragonese rule. Then what should be next... the Catalan-Aragonese Crown that never existed but the Catalan independentists claim it did? Zaragoza should be Aragonese as well as Pirineos, Teruel and Calatayud.
 
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Nice to see the Aljaferia Palace in EUIV! I literally live just a couple of minutes walk from it.

What I don't get is why Zaragoza (Saragossa) is becoming Catalan. We've never been Catalan, more the other way round as Catalonia was under Aragonese rule. Then what should be next... the Catalan-Aragonese Crown that never existed but the Catalan independentists claim it did? Zaragoza should be Aragonese as well as Pirineos, Teruel and Calatayud.
The culture in those provinces is not changing. Aragon's primary culture is changing to be Catalan to represent the Catalan ruling nobles apparently. Similar to how the Knights' primary culture is French but their province is still of Greek culture.

If Aragon is annexed, then released again, their default primary culture will be Aragonese.
 
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Nice to see the Aljaferia Palace in EUIV! I literally live just a couple of minutes walk from it.

What I don't get is why Zaragoza (Saragossa) is becoming Catalan (I've read the justification). We've never been Catalan, more the other way round as Catalonia was under Aragonese rule. Then what should be next... the Catalan-Aragonese Crown that never existed but the Catalan independentists claim it did? Zaragoza should be Aragonese as well as Pirineos, Teruel and Calatayud. It is the Aragonese Crown and it should have the Aragonese culture.
The culture in those provinces is not changing. Aragon's primary culture is changing to be Catalan to represent the Catalan ruling nobles apparently. Similar to how the Knights' primary culture is French but their province is still of Greek culture.

If Aragon is annexed, then released again, their default primary culture will be Aragonese.
Makes a little bit of more sense then. Thought for me it's unnecessary.
 
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