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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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What's the Table of Ranks? I don't remember that in the Dev Diary. Not right now anyway.
Also has the decadence mechanic been changed? How do those doors work? It looks very different to the bar we had earlier
 
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@Pavía

Will the tooltip window for policies be adjusted with 1.35? Because it's already spilling out of the screen in 1.34 on lower screen resolutions (1366 x 768 here).
I don't really want to have to open the wiki page to get some informations.

On a completely different topic :
We can see past Emperors of the HRE in the ledger. In the same spirit, I would love to see past Curia controlers and past EOC.
I know for the EOC that we can already see them in their interface, but that would be easier to see them in the ledger.

Quite cosmetic for sure, but in a narrative purpose I would find this addition quite interesting.
 
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Great diary as always, super excited for this update. Since you've all but confirmed that the next DLC after this will focus on the Middle East (Mamluks/Persia/Timurids/Mughals) and I know you're reading feedback I wanted to suggest some fun things you could do with the Timurids/Mughals since they are my favorite nation and my special historical interest. Feel free to use if you find them compelling or disregard if you don't:

TL;DR:
  1. Make Timurids less centralized in the beginning and give AQ and Uzbek modifiers to conquer them;
  2. Make it so that the Mughals have to transition from a corporate Turco-Mongol clan to a centralized imperial state, rather than it just being automatic upon clicking the button;
  3. Change the Mughals' Age Ability to involve cavalry rather than cannons and add more depth to the Mansabdari System;
  4. Add representation of the Mughals' unique system of succession;
  5. Add more flavor and events around Mughal interactions with India and the world.

First, the Timurids start the game way too strong and centralized. In reality, the Timurid realm wasn't so much a centralized imperial state but more like the HRE, with dozens of Timurid princes controlling a small amount of territory and constantly fighting each other. But in the game they start out with full control over most of Iran and only a handful of vassals who they have to keep loyal for a few years before instantly integrating them and becoming the richest and most powerful empire in the world. Yes, the AI still can't do it most of the time but for a player it's absolutely trivial. This makes it so that what happened historically (AQ conquering Iran from the Timurids before being defeated by the Safavids, Uzbek conquering Central Asia from the Timurids and driving Babur into Afghanistan from where he conquered India and formed the Mughals) is effectively impossible. The Timurids or one/two of their vassals (or the Ottomans) always consolidate Iran. To fix this, Timurids should either start with way more vassals or should get some sort of disaster that cripples them, while Uzbek and AQ/Ardabil should get some sort of modifier or mission to conquer the lands they did historically. Herat and Samarkand being taken should trigger an event that releases Afghanistan from Timurid vassalage in some way, gives them Babur Timurid as a ruler, and gives them modifiers and claims to help them conquer India. This would make it so that Mughals would form as an actually Indian power rather than almost exclusively being formed by a united Timurids that conquers a few provinces in India, which is my experience.

Second, once the Mughals are formed, their tech instantly changes to Indian, their culture instantly changes to Hindavi, and they instantly gain the Rajput, Brahmin, Jain, and Maratha estates. In reality, it took several decades for the Mughals to become "indigenized" in this way. The first two Mughal emperors, Babur and Humayun, were essentially still Turco-Mongol rulers with a Turco-Mongol conception of sovereignty, which meant that every member of the emperor's extended family (his brothers, his uncles, etc.) expected to be allowed their own autonomous realms within the Mughal domain and the ability to contest the throne. This meant that the emperor wasn't the absolute, semi-divine ruler he would later become, but basically first among equals, the CEO of a corporate clan who could be replaced if he wasn't up for the job. The Central Asian, especially Uzbek, nobility was also very powerful and autonomous. When Humayun's son Akbar the Great became emperor, he set about changing this by limiting the succession to only the emperor's sons and creating the jagir system, whereby nobles (including the emperor's sons) would be assigned temporary landholdings which would be periodically switched around to prevent anyone from building up a strong local power base which could contest imperial authority or try to split the realm (like had happened with both Genghis Khan and Timur's empires). He also limited the power of the Uzbek nobility by marrying into various Rajput clans to obtain their loyalty, integrating them into the nobility as a counterweight to the foreign nobles. This was how the Rajputs and their lands became integrated into the Mughal Empire. As things are now, however, the second you click the "Form Mughal Empire" button all that stuff is done for you. Your realm is fully centralized, the jagir system is in place, and you can start recruiting Rajput troops. In my opinion, you should have to earn these things like Akbar did in reality. In order to institute the jagir system the Mughals should have to pacify the Uzbek nobility and the other contending members of the Timurid family: you could simulate this with estate privileges that you have to fulfill some requirement to revoke. One way to resolve this should be to have a royal marriage and alliance with one of the Rajput tags, which should also grant Mughals the Rajput estate and maybe turn your Rajput ally into some sort of special vassal. Similarly, you shouldn't get access to the Maratha estate until you have an alliance with a Marathi-culture tag or own some Marathi-culture provinces.

Third, the way the Mughal military and government is portrayed is a little lackluster. It doesn't really make sense for the Mughals' Age Ability to be "Mughal Artillery" since, despite being commonly referred to as a "Gunpowder Empire," they weren't actually all that adept at artillery. During their initial conquests they had access to military technology obtained from the Ottomans which gave them an advantage over most other Indian powers who couldn't import artillery, but it wasn't the decisive advantage they had, and especially in the 17th century the Mughals lagged behind other major powers in their development of firearms technology because they already had a decisive advantage over other Indian powers and Indian fortifications were mostly inaccessible to artillery anyway. The artillery they did have was mostly built and operated by foreign (mostly Turkish but sometimes also European) "specialists." What allowed the Mughals to be so successful militarily wasn't their artillery but the fact that they had control over the main source of warhorses into India, meaning the overland route from Central Asia through Afghanistan and, after conquering Gujarat in 1573, the main sea route through Gujarat as well. So their Age Ability should be cavalry cost or something like that. After assimilating the Rajputs into their military, Rajput military tactics began to revolve more around horses, whereas previously they had mostly been infantry, so it could be cool to see something in their mission tree or some estate privilege giving bonuses to Rajput cavalry. Most of the Mughal army was funded and raised not by the central state but by the holders of land grants (jagirdars) who were also ranked nobles (mansabdars). But the T3 gov reform which represents this (Mansabdari System) only grants extra gov capacity. I think that this reform should unlock the ability to assign provinces/states as jagirs (sort of like the Russian metropolitans or the Ottoman pashas), reducing the tax revenue you get from them but increasing manpower and making it cheaper to recruit cavalry from them.

Fourth, the way the Mughal succession worked was very interesting and isn't represented in the game at all. Basically, each of the emperor's sons was a high-ranking mansabdar. The realm couldn't be divided and there was no primogeniture, so at the emperor's death there was practically guaranteed to be a civil war between the princes, with the winner becoming emperor and the losers being killed ("Ya takht, ya tabut" - either the throne or the grave). Since none of them could permanently control land, they had to hone their miliary and diplomatic skills throughout their entire lives, making alliances with local nobles and sometimes outside powers in preparation for the inevitable civil war. I think that this should be represented as a special Mughal government with a unique succession mechanic. Instead of having a set heir, the Mughals should be guaranteed an heir from a list like the Ottomans or Mamluks, but instead of just choosing one they should have to compete for the throne by forming alliances with mansabdars. Basically, each province you assign as a jagir (as discussed in the previous paragraph) should become essentially like a seat in parliament. Each jagir province should get a vote for which prince becomes emperor. To get the prince you want, you have bribe the mansabdars, but they can be fickle and sometimes your preferred heir should end up being defeated. This will also prevent the infuriating situation where your emperor dies without an heir and is replaced by a different dynasty - it should not be possible for the Timurids/Mughals to lose the Timurid dynasty! It's just as silly as the Ottomans being able to lose the Osmanoglu dynasty. In order to get rid of this mechanic and be able to guarantee a given heir, you should have to reform your government through missions - the Mughals never managed to do this in reality, but it could be an option for the player.

Fifth, there should be more unique and interesting events/modifiers/etc. relating to Mughal interactions with different areas of India and the rest of the world, as well as their interactions with various religious groups.
  • In Punjab you have the Sikhs, who initially had good relations with the Mughals but whose fifth Guru, Arjun, was executed by the Mughal emperor Jahangir for bestowing a part of legitimacy on his rebellious son Khusrau, leading to the deterioration of relations between them and the militarization of the Sikh religion. Perhaps there could be an event chain relating to the Sikhs, where the Mughals choose to adopt either a conciliatory or hostile approach to the religion. Conciliating them could perhaps grant access to a special Sikh units or at least a special Sikh mercenary company.
  • In Gujarat there is the port of Surat, which was designated the "Gateway to Mecca" because it was the port from which a special ship was subsidized by the state to transport pilgrims to Mecca. This could be a modifier.
  • In Bengal the Mughals sponsored a massive program of agricultural expansion wherein usually Muslim settlers were given tax writeoffs on land in the eastern, uncultivated part of Bengal in exchange for clearing forest land and making it cultivated. This resulted in the mostly non-Hindu forager population of eastern Bengal becoming sedentarized and Islamized: that's why the eastern half of Bengal is overwhelmingly Muslim today. It would be cool if the Mughals could spend admin points and ducuts (or maybe complete a mission?) in order to convert jungle provinces in Bengal into grasslands or farmlands provinces, which would also change them to Sunni.
  • Then there's the Deccan, which in reality was the graveyard of Mughal power but which in the game is trivially easy to conquer and provides a 10% admin efficiency bonus for releasing Deccan as a vassal. This doesn't really make sense because the viceroyality of the Deccan was not a vassal state but just an administrative division within the empire. Conquering the Deccan was what caused the Mughal fiscal and administrative system to overextend itself and collapse, because the emperor Aurangzeb granted huge amounts of jagirs to Maratha warlords in exchange for being loyal to the Mughals, but many of these nobles were not very loyal and since the Deccan had been devastated by war they had to be given jagirs in north India, which made it harder for north Indian nobles to have their jagirs rotated around, leading to mansabdars passing their jagirs onto their children and eventually causing the Mughal emperor to become a figurehead with many of the former provinces breaking away as de facto independent states. At the same time, the Marathas had their own king who competed for loyalty of the Maratha warlords with the Mughals and set up parallel administrations in Mughal provinces to leech their revenues and manpower, eventually replacing the Mughals as the dominant power in much of India. So getting that juicy 10% admin efficiency shouldn't be as simple as just releasing Deccan: the Mughals should have to navigate pacifying the Marathas in order to get it, which should be hard and take time, with failure resulting in some negative consequence like the Marathas tag being released and declaring an independence war.
  • Central Asia was the ancestral homeland of the Timurids and the Mughal emperor Shah Jahan launched several futile and incredibly expensive wars to retake it from the Uzbeks. Currently the Mughals almost always already own these provinces long before they conquer any substantial part of India. This should not be the case. It should be difficult to retake these territories from the Uzbeks and there should be more of a reward for doing so.
  • Add events relating to Mughal interactions with the British, French, and Portuguese.
  • The Din i Illahi is an incredibly interesting part of Mughal history which is represented in an incredibly boring way ingame. You can enact a decision that grants --6% tech cost and you can complete a mission that gives you a temporary modifier and moves you closer to mysticism. Lame. The Din i Illahi was a syncretic cult formed by the emperor Akbar. It wasn't so much an attempt to reconcile Islam and Hinduism as it was part of Akbar's monopolization of power: he declared himself the supreme religious authority in the empire, undermining the ulama, and to elevate himself to a quasi-divine status based on millenarian kingship and the cult of Timurid leadership. This allowed him to maintain the loyalty of the nobles (Muslim and Hindu) as he would invite them to become his disciples in his secret society/quasi-Sufi cult. It makes no sense for this to reduce tech cost. Instead, it should decrease the loyalty of the Ulama while increasing that of the Mansabdars, and perhaps also increase religious unity and/or Tolerance of Heretics/Heathens. Akbar's religious eclecticism and disdain for the ulama caused a significant backlash among the ulama, who wanted to protect their privileged status within the state, and later Mughal emperors, especially Shah Jahan and Aurangzeb, significantly reduced the emphasis on this syncretic cult around the charisma of the emperor, instead empowering the ulama and introducing a standardized law code which was meant to bring the entire empire, including the emperor himself, under the rule of law (in this case Hanafi Shari'a law, which applied to everyone equally). This could be represented by branching mission: enacting the Din i Illahi would trigger a later event sequence which could be resolved either by embracing charismatic, semi-divine informal kingship and religious tolerance or by embracing a legalistic Islamic framework, which could increase Ulama loyalty, decrease tolerance of Heathens and especially Heretics, and reduce tech cost. Perhaps these could even be two separate government reform types.
 
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The Infrasttucture-Diplomatic policy seems like to fit Influence better than Diplomatic, and the Infrastructure-Influence policy seems to fit Diplomatic better than Influence. Have you tohught about switching them?
 
I'm not so sure I agree with the philosophy behind the exploration & expansion changes. Exploration will always be THE Americas group for as long as it enables explorers and most importantly: conquistadors. The trade company stuff always felt like it fit the themes of Expansion more, and I really felt like tying the protectorates to Expansion rather than the obscure & niche thalassocracy decision would have really expanded on the identity it had prior rather than having Exploration & Expansion awkwardly lean into each other's core identity.

P.S. Bless you for finally letting me have my pink pirate Japan @PDX Big Boss
 
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ngl, i'm dissapointed with a new great project in French region, it's another religion focused great project which in addition got quiet bad (at least imo) bonuses.
i think that it would be better to add a great project that's focused on economy, diplomacy, army, navy or something else that is actually more unique than just another +2 papal influence (which already is easy to gain, especially in Western Europe)
 
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1. What is the final state of Admnistrative ideas? In previous dev diary some changes were listed as merceneries bonuses were moved to Mercenery group. It would be nice to see the entire group.

Administrative Ideas
  • Removed Merc Cost and replaced with Admin Advisor Cost
  • Removed Merc Maintenance and replaced with Max Promoted Cultures and Promote Culture Cost
  • Removed Interest and replaced with Religious' Stability Cost modifier
  • Removed Merc Manpower and replaced with States Governing Cost

2. I feel like the Court ideas were a little bit forced. Because there is a dedicated Mercenery group in Mil, and Infrastructure ideas in Adm, there was a need to fill the Dip ideas with another one - this is just my guess.

Even though the group modifiers are nice, they feel like a flavour, not essencial country bonuses. I don't really see this group having any adventage over other Dip ideas, and I feel like it may become another Espionage-like meme idea group (even though Espionage group is quite good now).
Court ideas is not bad by looking at this dev diary.
1. Reform progress, is quite useful
2. +1 diplo monarch power is almost equal to +1 montly diplo point
3. Has some good policies, some notable policies are:
Religious-Court, stacks well with diplo ideas war score reduction.
Admin-Court offers -5% core creation cost, that's strong for stacking.
Offensive-Court AND Defensive-Court offers some military bonuses, which is not existant in offensive or defensive + diplo idea category combination.
 
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QFTNW should still be in the Exploration group, i think their vision is having Expansion as more of a New-World specialization to Exploration, rather than a replacement althogether.
And even if the goal was for Expansion to replace Exploration, both should have some version of QFTNW.

I thinking the best solution here is to either move QFTNW a couple of ideas later, or keep the "can recruit explorers and admirals" part but move the "can explore high seas" part to a later idea or finisher even.
Even better would be, Exploration unlocks Explorers on the first Idea, and QFTNW unlocks Conquistadors on the 3rd of Expansion.
 
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I am kind of scared of the "Slacken Recruitment Standards" change. I am not sure if +50% MP Recovery speed will be worth AP loss :/
It's not, but that's the point.

Professionalism was not meant to be a free manpower source via Slacken Recruitment. That button was meant to be a last resort option when you run out of manpower and have no other options, and in that sense, it's still worth it, as any manpower boost is always going to be the priority, there is no point in having professional soldiers if you don't even have soldiers in the first place.

If this change is making one think twice before pressing that button, then it's doing it's job well.
 
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"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"

I wish this option could be added to Denmark,Sweden and Nörge, when forming scandinavia :)
 
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The "−10% Minimum autonomy in territories" finisher from Expansion ideas wasn't mentioned at all. Will that be moved, and will there be additional reshuffling of ideas for Expansion and Exploration?
If you are targeting the idea group for CNs, this modifier has zero gameplay relevance to the idea group and doesn't fit the overall theme. Hopefully this idea is relocated to another set at least. TBH it probably would make more sense for it to be in Economic ideas even now, but moving it in Exploration would at least be consistent with its current implementation.
 
Concerning naval doctrines, maybe a better implementation than the current one would be to charge a maintenance cost (either diplo point or some ducats based on navy size) to keep a naval doctrine active and then make the bonuses slowly scale up to full effect, say over 5 or 10 years. This way there is a cost to change doctrine in the retraining time, but it is not so prohibitive as to make it unfeasible.

I think this would work better than the current one-time cost based on sailors, which becomes so expensive that it causes players to never change doctrine in practice.
Have you guys considered making a Viceroyalty subject for Spain. That would be very flavorful for colonization because playing colonial now feels super bare bones and feels like there is nothing special and it’s just kill natives, make colonial nation, repeat. Having a viceroyalty subject could help help you maybe loan money cheaper, fund their development, and keeping them loyal by appeasing or reigning them in into maybe “core viceroyalties”
 
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In England's case, the Lions and the Red represent England itself, the Fleur de Lys on a blue field represents France because "Medieval flags" are not really national flags but the Coat of Arms of their monarchs, and they often represented many different realms there.

I understand that "harming" a tag's historical accuracy for the sake of some goofy alt-hist formable might rub some people the wrong way, but in this particular case, i think it's justified.

But just because that was the appropriate flag of England in 1444 doesn't singlehandedly justify it being England's flag.
It's not really the core of my argument. For clarity I am not concerned because the new flag is somehow historically inaccurate (it's not, it just wasn't the royal arms at the moment). It's just a reason that I think it's asinine that they took it away for the sake of the made up Angevin absurdity. The core of my argument if I were forced to make it is actually that it's an extremely bland flag for a major power, and a really random and pointless change to make so late in the game's lifespan.
Sweden for example, didnt have the cross flag in 1444
I never really liked that change either. I wasn't totally against there being a change in principle. I never had trouble telling the 3 crowns apart from the fleur de lis, but if they insisted on doing it imo the cross should have been offset like Denmark's instead of centered.
 
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I agree,
I'm not so sure I agree with the philosophy behind the exploration & expansion changes. Exploration will always be THE Americas group for as long as it enables explorers and most importantly: conquistadors. The trade company stuff always felt like it fit the themes of Expansion more, and I really felt like tying the protectorates to Expansion rather than the obscure & niche thalassocracy decision would have really expanded on the identity it had prior rather than having Exploration & Expansion awkwardly lean into each other's core identity.

P.S. Bless you for finally letting me have my pink pirate Japan @PDX Big Boss
Until now exploration was for all oversea exploration and the establishment of “early” colonies (basically France, England, Spain and Portugal all looked for a way to India, just went different roads), while expansion was more for inland expansion (ie America once the seaboard got colonized, or Siberia - that is until they introduced Siberian frontier)

Changing these now would be a bit strange
 
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Infrastructure ideas seem to cost cut-y a way to save money not to improve infrastructure. If you want more money you can go for economical or trade.
Some ideas:
  • organized construction (Development cost in provinces with .... for example church )
  • fort logistic (supply limit bonus in provinces with fort, or local defender dice roll bonus)
 
For me, the real issue for Espionage ideas is not the idea set itself. It is that sacrificing diplomats to maintain spy networks is painful. Other PDX games get around this by having espionage and diplomacy come from different sources. The idea set itself is actually quite good as of 1.34 but I still often don't take it because committing to it means committing to not improving relations or otherwise engaging in diplomacy nearly as much. Adding extra diplomats really doesn't solve the problem either because that just means I can engage in even more diplomacy. If you really want players to get the full benefit of espionage in EU4, then you should add spies as a separate thing from diplomats in a future content patch.
 
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If it was France's flag that made England's flag "not trash" for you, then i think you simply didn't like England's flag in the first place.

Jokes aside.
I get it, i do, it will be hard for me to get used to it too.
And I understand the argument.
But just because that was the appropriate flag of England in 1444 doesn't singlehandedly justify it being England's flag.
Many tags have an innacurate flag for 1444, either because they didnt really have an official flag, or because their flag switched often and the game doesnt accomodate for flag switching, so at the end of the day, the tag flag is either their most common/symbolic flag (Sweden for example, didnt have the cross flag in 1444) or a more of a subjective/symbolic representation of that nation (Russia never had a yellow flag with a black Eagle).

In England's case, the Lions and the Red represent England itself, the Fleur de Lys on a blue field represents France because "Medieval flags" are not really national flags but the Coat of Arms of their monarchs, and they often represented many different realms there.

I understand that "harming" a tag's historical accuracy for the sake of some goofy alt-hist formable might rub some people the wrong way, but in this particular case, i think it's justified.
The Kingdom is named after the Plantagenet dynasty. And the Plantagenet royal arms are the three lions. So that's the flag it should use.

We're talking about flags but tbh the whole Angevin Kingdom idea is a joke. You can't form a Kingdom named after an extinct dynasty.

And then you even get the option to change your country name to Angevin Republic if you change government type. A republic named after a monarchical dynasty.... Seriously?

The games steam description reads "Rule your land and dominate the world with unparalleled freedom, depth and HISTORICAL ACCURACY" - Yeah they're gonna have to change that part now.

It's a nonsensical addition to the game and everybody knows it.

It's still cool though and I'm gonna play at least one campaign. But I'm disappointed that in order for England to get continental focused missions they have to form this weird ahistorical kingdom that didn't even get its name until 1887 by a British historian who decided that the collective holdings of the House of Plantagenet needed a name.

At least you can randomly spawn the Plantagenet dynasty name if you kill your ruler enough times using console commands.
 
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