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Europa Universalis IV - Development Diary 17th of January 2023 - Emperor of China

Hey everyone, happy new year and I hope 2023 grants you health, growth and lots of love. Let’s take a look at the new content we have prepared for China! We started thinking about this one year ago, while working on the 1.33 update, but now the time has come for it!

Before we begin, the content you will see here is by no means finalized, as always your feedback is greatly appreciated and cherished!

Playing Europa Universalis is all about building up your nation, growing and expanding your borders. It’s all about the struggles and the thrills of each conquest, fighting at the edge of bankruptcy or measuring your moves carefully. However, Ming does not really suffer from these issues at the hands of a player due to the fact that it starts as the nation with the highest development and strongest economy in 1444 and until 1.35 it was regarded as a fairly relaxing experience for most players. Surely there are some minor obstacles early on, but in general the playthrough was not at all challenging and thus many players steered away from playing the Great Ming, despite it having a not-insubstantial amount of flavor in the form of events, factions and later the Mandate of Heaven mechanic, the latter of which ended up being a bit of a pain to manage. All this unrealized potential is what we seek to tackle by giving the Ming, its offshoot Chinese Warlords as well as the Jurchen tribes and the Qing lots of new missions, events and more!

The Ming will see many new additions, mechanics and cool-stuff-in-general with 1.35:
  • A brand new, fully-fleshed out mission tree
  • Accompanied by a new Estate - the Eunuchs
  • New tough challenges as you struggle to curb the influence of the Eunuchs and prevent your (historical) collapse
  • Over a dozen new Reforms that interact with and are complemented by various missions (yes we tweaked the gain and loss of Mandate)
  • New Decrees that interact with and are complemented by various missions
  • New Flavor events integrated in the mission tree - as well as independent from it
  • Deep modability and new functions added to the Mandate mechanic
  • A new great project that spans several provinces

So let’s take a look at the tree!


mingtreefull.png

(Note; Icons are a WIP!)​

The Ming historically were rulers of unprecedented magnanimity, wealth and the ambition to match their huge domain. However, in 1444 the starting ruler sadly fell short to live up to his predecessor’s abilities, represented in the game as a 1/1/1. The Great Ming Empire lies stretched and continuously tormented by hordes in the North and West, waning influence with its tributaries in the South and no say in the affairs of Japan. During the game, you may also suffer from floods and earthquakes which historically kickstarted (and ended) the Ming Dynasty and will rapidly corrode the growth of the Mandate. Their impact can be alleviated by constructing certain buildings and completing a couple relevant missions.

The starting situation of the Great Ming is represented and explained in a start-up event:
startingmingevent.png

Note; missions, art and descriptions are not final!​
Autonomy in the provinces of the Empire will increase, at a minimum of +25%. This autonomy will persist and you will have the ability to reduce and eventually eradicate it, as you reign in the various external and internal elements that threaten the Empire. This will not be an easy task.

The second obstacle, and arguably the one that gave my colleagues the biggest pain to deal with, is the Eunuchs Estate. A powerful body of advisors near the Emperor who will gain and lose power depending on the state of internal affairs as well as the abilities of the Emperor himself.


Eunuchs will offer a vast array of very powerful Estate privileges, most of which will scale with their internal power in the form of crown land controlled as shown below:

eunuchs1.png

Note; Yes, they will start with nearly 60% crown land while you will start with only 15% to better represent the grip of power between the starting ruler of the Ming and his Eunuchs.

eunuchprivileges.png

Note; Icons are a work in progress!
You won’t be able to reform your country anywhere near as fast if you do it by crushing the influence of the Eunuchs, BUT if you do lean on them too much, the accumulated cost of fighting their inevitable corruption will become overbearing, difficult to manage and you will collapse. It is up to the player to strike the perfect balance between manipulating this double-edged sword.

Moreover, I took the liberty to give this new Estate a unique disaster, unlike other Estates’ similar predicaments. This one will hurt a lot more and its solution is considerably harsher than other Estate Disasters. When other Estate Disasters require you to lower influence and enact a national decision in order to end the disaster, the Eunuch disaster will have its decision fundamentally altered. Much like other estates, it will end when the reigning estate’s influence falls low enough. However, every time you enact the national decision available during the disaster, Eunuchs will:
  • Lose 1 random privilege so as to lower their influence
  • Spawn a special large stack of rebels, every province this stack of rebels sieges will lower your mandate considerably
  • cost you stability (which is required to enact this decision)

1673866312777.png



This loop continues until the estate’s influence is either low enough or they have no privileges, so you best steer clear from the disaster!
You will also be able to interact with the estate via missions and events, unlock new privileges (that do not cost yearly corruption) etc.
Before we move on, be aware that the AI is instructed as to how it will utilize and play around with the Yearly Corruption but Ming still explodes relatively frequently as it used to!
Let’s take a look at some of the new missions, their requirements and more importantly, their rewards!

1673866375979.png

The idea behind Ming, given that it starts at the size it does, is that every single external mission (without exceptions) will offer a diplomatic path / solution. You are already plenty big and if you don’t want to conquer directly (or even indirectly in most cases) you will not be forced to do so!

Something I wanted to implement based on feedback from 1.34 is this new “Event Insight”, a small summary of what the event is about and what its reward alludes to so as to give you some info before clicking it.
Before we move away from this mission tree, I should note that the second half of it, while largely inspired and based on the labors of Ming Emperors, is available to any Chinese Warlord who takes up the Mandate of Heaven, more details on that further down.
As mentioned earlier, 1.35 will introduce vast changes to the Mandate, so let’s tackle some of the biggest ones here:

1673866503220.png

(Note; W I P)
The Mandate now houses over 10 new Reforms inspired and heavily based upon actual reforms between the 15th and 19th century that the game covers.

  • Most of the new reforms can be completed at random order
  • Some are unlocked via the mission tree (that is common with the Chinese Warlords)
  • 2 of them are mutually exclusive with each other
  • Some may require a certain number of reforms passed (yay modability!)
  • Some require the country to move in a certain direction ( idea groups having been picked with alternative requirement, certain missions completed etc )
  • (Nearly) Every reform now impacts both the Emperor and their subjects, both tributaries and non-tributaries.
  • To account for the heightened number of reforms (and decrees) we increased the rate of Mandate growth and decay


We wanted to explore interesting rewards with the Mandate so we took the liberty and added new and interesting bonuses to some of the reforms, such as the ability to grant New Coordinator Offices, which work much like Holy Orders: The Buzhengshi, Anchasi and Du Si:

1673866699567.png

(Note; WIP)
Moving on, new Decrees were also added as we can see in the picture above.
Some of my favorites:
decree1.png

1673866740672.png
decree2.png


As with reforms, I wanted decrees to play an integral part in the gameplay around missions and events. So, decrees:
  • May now be required to be active by some missions
  • Will have their bonuses altered or increased by some missions
  • May themselves be requirements for certain reforms and vice versa

All these new additions are fully scripted and we very much look forward to seeing what you come up with!

1673866842346.png

As I mentioned before, the Chinese Warlords, Jurchen tribes, Manchu and Qing will receive new content.

The various new Chinese trees for Qing-related tags are split into 3 branches

  • The unique content of a nation which varies between Ming- |Qing/Jurchen/Manchu|-Chinese Warlords
  • The Emperor of China branch which deals with internal matters and administrating China
  • A third branch unique to the Qing only



The Chinese Warlords, meaning the releasables of Ming will also have their own little mission tree which will help them unite the Chinese lands and take up the Mandate of Heaven, which will then unlock the ‘Emperor of China mid-section of their tree (the bottom second part of the Ming tree):
Warlord tree.png

The missions are partially dynamic in terms of their requirements/rewards based on your capital's location

warlordreward2.png
warlordreward1.png


The Jurchen / Manchu will have access to newly redesigned missions that will follow the historical path of the Jianzhou but will be available to all regional tribes:


Screenshot_9.png

From subjugating neighbouring hordes, to knocking on the gates of the Great Ming by publishing the Seven Grievances. Along the way, powerful flavored bonuses, new cool rewards and historical immersion amount to a fun playthrough:

Every choice will have a different impact at the ‘Reforms of Nurhaci’ event later in the game! Nurhaci’s stats are random but heavily weighted to be really really good across the board. As a general he will serve as a 3/6/5/3 with a special new unique General trait inspired by his real life title of ‘Dragon-Tiger’ granting +10% Movement Speed and +10% Cav Combat Ability (more about new traits in a future DD). Lastly, as an advisor, he’s a level 3 Discipline Advisor at -90% of the cost and will also offer a flat 100 Mil Power.

1673867139493.png
laterJINmission.png


Upon taking the Mandate of Heaven you will unlock the Emperor of China part of your mission tree which is common between all of the tags (Ming, releasables etc) upon taking up the Mandate.

Forming Qing will offer brand new and freshly reworked missions. The first branch will be inherited by your tribal days. The second branch is the common ‘Emperor of China’ part and finally the third branch contains missions exclusively available to Qing:

QINGTREE.png

Many of these missions will feature very interesting rewards as shown below:

1673867357514.png

1673867375795.png

1673867379824.png

Some cool rewards of the Emperor of China Branch available to either Ming, Qing or any Warlord with the Mandate:

1673867434598.png

1673867445732.png

1673867451410.png


Thank you so much for taking the time to read through 2023’s first Dev Diary! I hope you are just as excited to delve into the new content as we were while making it! We will be back next week to talk about the new content we have created for… The Ottomans! Cheers!

PS: Special thanks to the Chinese modding community for valuable research sources!

chapel_Ming_DD.png
 

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Hey everyone, happy new year and I hope 2023 grants you health, growth and lots of love. Let’s take a look at the new content we have prepared for China! We started thinking about this one year ago, while working on the 1.33 update, but now the time has come for it!

Before we begin, the content you will see here is by no means finalized, as always your feedback is greatly appreciated and cherished!

Playing Europa Universalis is all about building up your nation, growing and expanding your borders. It’s all about the struggles and the thrills of each conquest, fighting at the edge of bankruptcy or measuring your moves carefully. However, Ming does not really suffer from these issues at the hands of a player due to the fact that it starts as the nation with the highest development and strongest economy in 1444 and until 1.35 it was regarded as a fairly relaxing experience for most players. Surely there are some minor obstacles early on, but in general the playthrough was not at all challenging and thus many players steered away from playing the Great Ming, despite it having a not-insubstantial amount of flavor in the form of events, factions and later the Mandate of Heaven mechanic, the latter of which ended up being a bit of a pain to manage. All this unrealized potential is what we seek to tackle by giving the Ming, its offshoot Chinese Warlords as well as the Jurchen tribes and the Qing lots of new missions, events and more!

The Ming will see many new additions, mechanics and cool-stuff-in-general with 1.35:
  • A brand new, fully-fleshed out mission tree
  • Accompanied by a new Estate - the Eunuchs
  • New tough challenges as you struggle to curb the influence of the Eunuchs and prevent your (historical) collapse
  • Over a dozen new Reforms that interact with and are complemented by various missions (yes we tweaked the gain and loss of Mandate)
  • New Decrees that interact with and are complemented by various missions
  • New Flavor events integrated in the mission tree - as well as independent from it
  • Deep modability and new functions added to the Mandate mechanic
  • A new great project that spans several provinces

So let’s take a look at the tree!


View attachment 938791
(Note; Icons are a WIP!)​

The Ming historically were rulers of unprecedented magnanimity, wealth and the ambition to match their huge domain. However, in 1444 the starting ruler sadly fell short to live up to his predecessor’s abilities, represented in the game as a 1/1/1. The Great Ming Empire lies stretched and continuously tormented by hordes in the North and West, waning influence with its tributaries in the South and no say in the affairs of Japan. During the game, you may also suffer from floods and earthquakes which historically kickstarted (and ended) the Ming Dynasty and will rapidly corrode the growth of the Mandate. Their impact can be alleviated by constructing certain buildings and completing a couple relevant missions.

The starting situation of the Great Ming is represented and explained in a start-up event:
View attachment 938792
Note; missions, art and descriptions are not final!​
Autonomy in the provinces of the Empire will increase, at a minimum of +25%. This autonomy will persist and you will have the ability to reduce and eventually eradicate it, as you reign in the various external and internal elements that threaten the Empire. This will not be an easy task.

The second obstacle, and arguably the one that gave my colleagues the biggest pain to deal with, is the Eunuchs Estate. A powerful body of advisors near the Emperor who will gain and lose power depending on the state of internal affairs as well as the abilities of the Emperor himself.


Eunuchs will offer a vast array of very powerful Estate privileges, most of which will scale with their internal power in the form of crown land controlled as shown below:

Note; Yes, they will start with nearly 60% crown land while you will start with only 15% to better represent the grip of power between the starting ruler of the Ming and his Eunuchs.

View attachment 938795
Note; Icons are a work in progress!
You won’t be able to reform your country anywhere near as fast if you do it by crushing the influence of the Eunuchs, BUT if you do lean on them too much, the accumulated cost of fighting their inevitable corruption will become overbearing, difficult to manage and you will collapse. It is up to the player to strike the perfect balance between manipulating this double-edged sword.

Moreover, I took the liberty to give this new Estate a unique disaster, unlike other Estates’ similar predicaments. This one will hurt a lot more and its solution is considerably harsher than other Estate Disasters. When other Estate Disasters require you to lower influence and enact a national decision in order to end the disaster, the Eunuch disaster will have its decision fundamentally altered. Much like other estates, it will end when the reigning estate’s influence falls low enough. However, every time you enact the national decision available during the disaster, Eunuchs will:
  • Lose 1 random privilege so as to lower their influence
  • Spawn a special large stack of rebels, every province this stack of rebels sieges will lower your mandate considerably
  • cost you stability (which is required to enact this decision)


This loop continues until the estate’s influence is either low enough or they have no privileges, so you best steer clear from the disaster!
You will also be able to interact with the estate via missions and events, unlock new privileges (that do not cost yearly corruption) etc.
Before we move on, be aware that the AI is instructed as to how it will utilize and play around with the Yearly Corruption but Ming still explodes relatively frequently as it used to!
Let’s take a look at some of the new missions, their requirements and more importantly, their rewards!

The idea behind Ming, given that it starts at the size it does, is that every single external mission (without exceptions) will offer a diplomatic path / solution. You are already plenty big and if you don’t want to conquer directly (or even indirectly in most cases) you will not be forced to do so!

Something I wanted to implement based on feedback from 1.34 is this new “Event Insight”, a small summary of what the event is about and what its reward alludes to so as to give you some info before clicking it.
Before we move away from this mission tree, I should note that the second half of it, while largely inspired and based on the labors of Ming Emperors, is available to any Chinese Warlord who takes up the Mandate of Heaven, more details on that further down.
As mentioned earlier, 1.35 will introduce vast changes to the Mandate, so let’s tackle some of the biggest ones here:

View attachment 938799
(Note; W I P)
The Mandate now houses over 10 new Reforms inspired and heavily based upon actual reforms between the 15th and 19th century that the game covers.

  • Most of the new reforms can be completed at random order
  • Some are unlocked via the mission tree (that is common with the Chinese Warlords)
  • 2 of them are mutually exclusive with each other
  • Some may require a certain number of reforms passed (yay modability!)
  • Some require the country to move in a certain direction ( idea groups having been picked with alternative requirement, certain missions completed etc )
  • (Nearly) Every reform now impacts both the Emperor and their subjects, both tributaries and non-tributaries.
  • To account for the heightened number of reforms (and decrees) we increased the rate of Mandate growth and decay


We wanted to explore interesting rewards with the Mandate so we took the liberty and added new and interesting bonuses to some of the reforms, such as the ability to grant New Coordinator Offices, which work much like Holy Orders: The Buzhengshi, Anchasi and Du Si:

View attachment 938800
(Note; WIP)
Moving on, new Decrees were also added as we can see in the picture above.
Some of my favorites:


As with reforms, I wanted decrees to play an integral part in the gameplay around missions and events. So, decrees:
  • May now be required to be active by some missions
  • Will have their bonuses altered or increased by some missions
  • May themselves be requirements for certain reforms and vice versa

All these new additions are fully scripted and we very much look forward to seeing what you come up with!


As I mentioned before, the Chinese Warlords, Jurchen tribes, Manchu and Qing will receive new content.

The various new Chinese trees for Qing-related tags are split into 3 branches

  • The unique content of a nation which varies between Ming- |Qing/Jurchen/Manchu|-Chinese Warlords
  • The Emperor of China branch which deals with internal matters and administrating China
  • A third branch unique to the Qing only



The Chinese Warlords, meaning the releasables of Ming will also have their own little mission tree which will help them unite the Chinese lands and take up the Mandate of Heaven, which will then unlock the ‘Emperor of China mid-section of their tree (the bottom second part of the Ming tree): View attachment 938807
The missions are partially dynamic in terms of their requirements/rewards based on your capital's location

View attachment 938809View attachment 938810

The Jurchen / Manchu will have access to newly redesigned missions that will follow the historical path of the Jianzhou but will be available to all regional tribes:

From subjugating neighbouring hordes, to knocking on the gates of the Great Ming by publishing the Seven Grievances. Along the way, powerful flavored bonuses, new cool rewards and historical immersion amount to a fun playthrough:

Every choice will have a different impact at the ‘Reforms of Nurhaci’ event later in the game! Nurhaci’s stats are random but heavily weighted to be really really good across the board. As a general he will serve as a 3/6/5/3 with a special new unique General trait inspired by his real life title of ‘Dragon-Tiger’ granting +10% Movement Speed and +10% Cav Combat Ability (more about new traits in a future DD). Lastly, as an advisor, he’s a level 3 Discipline Advisor at -90% of the cost and will also offer a flat 100 Mil Power.

Upon taking the Mandate of Heaven you will unlock the Emperor of China part of your mission tree which is common between all of the tags (Ming, releasables etc) upon taking up the Mandate.

Forming Qing will offer brand new and freshly reworked missions. The first branch will be inherited by your tribal days. The second branch is the common ‘Emperor of China’ part and finally the third branch contains missions exclusively available to Qing:

Many of these missions will feature very interesting rewards as shown below:
Some cool rewards of the Emperor of China Branch available to either Ming, Qing or any Warlord with the Mandate:
Thank you so much for taking the time to read through 2023’s first Dev Diary! I hope you are just as excited to delve into the new content as we were while making it! We will be back next week to talk about the new content we have created for… The Ottomans! Cheers!

PS: Special thanks to the Chinese modding community for valuable research sources!

A special episode of Chapel Comic for you today!
View attachment 939151
Super cool! This will get me to finally play Ming— seems like they’ll be catapulted up to one of the most interesting and engaging nations out there. Other points on the dev diary give me a couple questions:

First, I saw factions mentioned. Given the game’s general focus on external politicking and expansion, I always thought that integrating the faction system into the general play of all nations alongside estates could give a sense of a little more internal depth. Like, maybe where the estates could represent influential extragovernmental forces within the realm that are gradually curtailed as absolutism increases, factions could represent different groups competing for influence within the government itself, maybe with bonuses and maluses initially small but later scaling up alongside absolutism. Are there any thoughts along similar lines to deepen domestic gameplay?

And second, seeing the Ming followed by the Ottomans brings to mind what is arguably EU4’s single biggest flaw: the lategame stagnation that arises from blobs who are given all sorts of mechanics to simulate the rise of empires but basically none that simulate their fall. With this in mind, maybe one thing a coming patch could focus on are disasters— not inconveniences like those we might get with Civil War or an estate seizing power (let alone actual buffs like Court and Country), but things that actually destroy tags not specifically prepared for them. For example, maybe we could get an Age of Revolutions disaster that causes the collapse of empires who exceed a certain percentage of total development made up of non-accepted cultures. Or maybe, since we’ve gotten so many ways to increase governing capacity since the feature was introduced (arguably too many, since I pretty much never find myself having problems with it) and since courthouses are now so easy to build, we could get some disaster that scales in severity by what percentage a tag exceeds its cap. Are there any plans in the works, maybe along these lines, to make the late game more interesting/realistic?

Anyway, thanks for all you guys’s hard work! EU4 is much better now than it’s ever been, and that’s thanks to the care and devotion of Tinto. And the effort you all consistently show in engaging with the community and listening to feedback really reinforces my love of this game and my hope for its future :)
 
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I expect a new set of ideas for the Ottomans, a new mission tree, distinctive administrative reforms and new special units. Otherwise, I am not one of those who think that the new mission tree will add excitement to the Ottomans. Apart from this, an age effect or a kind of goverment reform should be added to the Persia, Ottoman and Mughal Empires, which were taken as the gunpowder empires in history. https://en.wikipedia.org/wiki/Gunpowder_empires
 
In all honesty, I hope there's a mission for Jurchen tribes/Manchu that allows the forming of Qing without being emperor of China, because while the Celestial government is nice, it is not something I ever willingly want to adopt if I don't start a game as Ming.
 
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Additionally, I really hope we get mission trees at some point for small nations that have achievements of grandeur. Where the mission trees give them permanent claims, permanent bonuses, and some temporary bonuses to help with the achievement, such as:
Kale (Eat your greens)
Mann (Empire of Mann)
Ryukyu (Three Mountains)
Garhwal (The 52 Garhs)
Albania (Albania or Iberia)
and other small nations with achievements of grandeur
 
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Will anything be done about the fact that Ming expands like the Ottomans? Currently doing a Dai Viet game, and they have a force limit of 260 in 1580. It's ridiculous. I don't like the changes to the late game in general (large empires should be harder for the player to make and keep, not easier for the AI to make and keep), but this is by far the worst case. Also a bit sad that Ming's new mission tree requires a DLC; the current one is tied for worst with the Mamluks (who I hope are also getting a new tree.)

And will you do custom achievements, like the Hoi4 team did?
 
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Is there any plan to make vassals useful? Currently when they have too much dev even if comparatively to you they are very weak they will become massively disloyal. Would be nice to have a revamp on how vassal loyalty works.
 
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Looks good! Is there going to be any content for the Caucasian region? (i.e. the Georgian kingdoms, Circassia, Trebizond, etc.) Feels bad when all these nations are getting revamps while Georgia is still 90% of the time getting wiped out almost right away and has not gotten any loving :(
 
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Will new formable dynasties (like the Qing and the Yuan) be added for cultures geographically close to China like Vietnamese, Korean, Tibetan, etc. if they take the mandate of heaven ? Ideally with new ideas and extra missions, but even if it's just a cosmetic change it would already be very nice.
 
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Should we expect changes to the Yuan mission tree as well? Edit: Further along a developer answered to someone else's essentially the same question that these missions won't be added to the Yuan tree.
 
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Awesome, very nice! It seems that maybe the new immersion pack will not be localised rather a variety of different areas and countries maybe... I like the sound of that! Although it might be a bit of a worry if the immersion pack becomes somewhat "needed" to enjoy 1 nation etc... we shall see.

Either way, I am looking forward to seeing what else this pack has in store!
 
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It is good to see you improving some of the older trees and content instead of focusing on some of the more obscure nations. I have one question about Ming/Qing: How much content Ming gets that Qing doesn't get? I always find it bit unfortunate if from "maximizing content" POV you are better off picking Qing over Ming.
So you see the top part of Ming's tree ? That is unique to Ming. Warlords have their own missions in the same space. The second part is common for Warlords/Qing/Ming when having the Mandate. Then, Qing gets a unique THIRD part at the bottom, only for them :)
The problem here is: How long does the "Fragmented China" period last? I think having a divided China for 100 years is very immersion-breaking...
Also, it's weird that Manchu-Qing only takeover "sometimes", considering they were the historical outcome. Personally, i'd prefer a 20% Ming survives, 20% a warlord takes over and 60% Qing forms.
I assume it doesn't really last long because taking the Mandate grants access to Territorial Cores on all of China so I can imagine it's not that hard to reunite the majority of the domain, even for an AI.
 
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So you see the top part of Ming's tree ? That is unique to Ming. Warlords have their own missions in the same space. The second part is common for Warlords/Qing/Ming when having the Mandate. Then, Qing gets a unique THIRD part at the bottom, only for them
And if another unrelated country takes the Mandate, which missions do they get appended to their tree?
 
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I haven't really modded EU4 since 2018 but the efforts of the team over the past half-year and especially seeing everything in this diary really makes me want to jump back in. Cheers to you guys, hope the year continues to deliver for all of you.
 
So you see the top part of Ming's tree ? That is unique to Ming. Warlords have their own missions in the same space. The second part is common for Warlords/Qing/Ming when having the Mandate. Then, Qing gets a unique THIRD part at the bottom, only for them :)
Just for the check, Sinicized cultures (Vietnam, Korea, Mongol) don't get the second part of the mission even though they get to become the emperor, right?