• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Europa Universalis IV - Development Diary 19th of September 2023 - The Mamluks

Good afternoon and welcome to today’s Developer Diary where we will be discussing new content for the Mamluks! As a preface, there is merit in addressing the design approach I chose to pursue for this country. Domination and its huge amounts of content served as a great platform to gauge what the people wanted, what they liked and disliked. This helped shape the content for 1.36 moving forward, as the entire team takes feedback very seriously and our ears are keenly tuned to the forums and various platforms for it.

How does this affect the content of the Mamluks? For starters, the entirety of the Mamluk tree hosts only 2 new country_modifiers, one temporary and one permanent (more on that later). The idea behind this shift is to give more room to mechanic-related bonuses over pure modifier stacking. So, missions for the Mamluks have been designed from the ground up as a way of investing more effort into slower and natural growth for the country. Moreover, the tree was conceived from the base with simplicity in mind, both for requirements as well as effects. Gone are the long lists (for the most part) of effects that were featured in Domination. As a pleasant side-effect, the AI is also more capable with this mission tree, as missions are simpler but fair in their difficulty for most players and not too overbearing.

full_tree.png

To better simulate the turbulence that the Mamluks experienced, especially across their Syrian provinces, this event should help set the tone just at the start of the game; a vast realm whose fringe border provinces near Anatolia have come to disdain the rule of Qahirah, ready to take up arms.

starting_event.png

Note; your choice in this event will impact the reward for “The Northern Territories” mission! The first option will release a rebellious Syrian subject whilst the second will severely increase autonomy and unrest in Syrian provinces

The top third of the mission tree is devoted to expansion against Anatolia, Constantinople, and maritime dominance over the Mediterranean as a whole either through sheer might or diplomacy:

image (13).png

Note: Keep in mind that ALL art is WIP in this Developer Diary!

image (14).png

image (15).png


image (16).png


image (17).png


image (18).png

image (19).png

image (20).png

Note; The other option here will grant you some permanent power projection (+15) and give you the option to move your capital to Europe (wink wink, Trade Company enthusiasts).

image (21).png

wandering knights.png


image (22).png


image (23).png

The second third of the missions will focus on expanding Mameluke influence across the deserts of Arabia to the Southeast, the realms of the Tunisians and Moroccans to the West, the Ethiopians to the South, and the territories of the (soon to be) Safavids to the East, offering a satisfying avenue for expansion in any direction, without constraining and forcing you to always conquer towards one direction:

image (24).png

sponsor_hajj_action.png

Note; Numbers are far from final, your feedback is appreciated!

image (25).png

image (26).png

Note; Should you complete this mission outside of the Age of Reformation, you will receive a different reward!

image (27).png

image (28).png

Note; Opting to integrate Ethiopian administration via the first option, will enable several flavor events over the course of the game (Zara Yakob as an advisor in your court, etc.) among other rewards!

This leads us to the third (but not final!) part of this Developer Diary and by far my favorite: internal flavor! The difficulty of reading up on the Mamluks’ final 100 years made crafting content for them quite an interesting challenge. The following missions (much like the conquest missions above) are a mixture of what the Mamluks did between the 14th and 16th centuries, what they sought to do (corroborated by historical sources), and what would make sense for most players to do, in an effort to facilitate content that makes sense and does not break immersion. It should be repeated here, as noted in our introduction, that the Mameluke mission tree is by far not a hard or complicated piece of work to follow, for the player or the AI. It was made from the ground up for both the AI to follow and the player to comprehend, with simple tooltips, simple (but fair) requirements, and consistent flow.

As part of the new content, you will gain access to a new special unit, the slave soldiers “Mamluks”:

mamluk_special_unit.png

Note: The modifiers are not final, feel free to leave feedback! The idea is for these units to become the backbone of your army. Not as powerful and few in numbers as the Hussars and not as stacked as the Janissaries.

The primary source of these units will initially be a new Estate privilege for your Noble estate (now renamed ‘Mamluks’) but later on through idea groups, events, etc. you will potentially gain access to more!

mamluk estate.png

Moving on, the impact of the Estate will be magnified via the ‘Recruit the Mamluks’ mission, which will require you to recruit them and grant the following reward:

mamluk_agenda_reward.png

These new Agendas are meant to be very useful and help your nation militarize further, by performing tasks such as:
  • Constructing barracks, regimental camps
  • Improving your army tradition
  • Improving your army professionalism

In total, there will be 6 new Estate Agendas for the Mamluks through this mission alone! Moving on, you will be able to further hone your army through the following government reform:

furusiyya.png

Note; I had this idea while writing the DD that instead of yearly innovativeness, this reform would grant yearly army and/or naval tradition from certain advisors. I have a feeling it would fit better than yearly innovativeness. Let me know what you think!

While on the topic of Government reforms, the Mamluks will have access to several new ones, some as mission rewards and others by reaching the eligible reform tier, let’s take a look at one of them!

diwan.png

Note; The Mamluks will have 5 new government reforms ranging from military to economic themes.

I took the time to rework this event and make sure it fits and plays well into the new content for the Mamluks while granting them a useful reward from developing Cairo, which can now be accessed by either a mission reward or a standalone event:

urban planning cairo.png

Note; A capital and a reward fitting of a prestigious nation.
Mameluke content would not be complete without missions and events around the lifeblood of Egypt, the river Nile:

father nile requirements.png


father nile rewards.png
nile river transports.png

Note; the Burghers are set to play a very important role within your nation’s administration. Numbers are not final!

Known as the Canal of the Pharaohs, a predecessor of the Suez Canal, this set of public works connected Cairo with the Red Sea and was often used up to the 8th century for the transportation of goods via sea lanes. Historically, the Mamluks came in agreement with the Venetians to rebuild and extend it, in an effort to weaken the Portuguese, who had discovered a direct sea route to India through the Cape of Good Hope. This undertaking was never realized, the Mamluks were soon thereafter invaded by the Ottomans, and the canal was abandoned. However, through the mission ‘Highway of an Empire’, you will be able to complete the works, go a step further, and connect the Mediterranean and Red Seas! The idea here is that this will create a whole new avenue of gameplay, adding useful rewards (naval movement to and from Arabia) without granting overly powerful modifiers, etc.

highway.png

canal1.png

canal2.png

The mission ‘Cultivate the Delta’ will instruct you to develop the breadbasket of the world, allowing you to expand production and increase your grip on local trade:

cultivate delta requirements.png

grain trade event reward.png

Note; The other option grants +1 Production Development as well as stronger Estuaries and ports across the Delta’s Mediterranean coast.

Moving on, let’s talk about the most important caste of merchants within the Mameluke domain. The Karimi merchants played a significant role in the Mameluke Sultanate during the medieval period. Hailing primarily from the Persian Gulf region, the Karimi merchants were known for their expertise in maritime trade, especially in the Indian Ocean. They established prosperous trading networks that connected the Mameluke Sultanate to distant lands such as India, Southeast Asia, and East Africa. These merchants facilitated the exchange of goods like spices, textiles, precious metals, and luxury items, contributing to the economic prosperity of the Mameluke Sultanate and fostering cultural exchanges in the region. Their entrepreneurial spirit and maritime skills made them vital actors in the bustling trade scene of the Mameluke era. During research I came across a very interesting paper that I used to create content around these merchants, its title being ‘The Spice Trade in Mameluke Egypt: A Contribution to the Economic History of Medieval Islam’.

karimi merchants mission reward.png

Note; Yes, cloves. The requirements for this mission potentially involve a new estate privilege ‘Fund the Karimi Merchants which grants Trade Efficiency and Merchant Trade Power at the expense of National Tax and Crown land:
karimi stations.png

Another aspect of your economic development will revolve around the exporting of grain, via the Khass al-Sultan mission. It will require establishing workshops in your highest grain-producing provinces as well as either raising your crown land or enacting the Diwan al-Khass reform:

export grain reward.png

Exporting Grain as well as the previous Sponsor Grand Hajj action were designed with two goals in mind
  • Assist with immersion and add new avenues of gameplay
  • Be useful (but somewhat minor) tools for multiplayer and introduce a new layer of importance to human-to-human diplomacy

export grain action.png

Note; As with the Grand Hajj, you can only have 4 such relationships with other countries at the same time, and only once per <their> ruler’s lifetime. Hajj would grant piety and better school relations, allowing you to more easily host their scholars without depending on high-influence estate privileges and Exporting Grain would grant your allies Development Cost, Unrest and in return you would gain Mercantilism. Both actions would also improve relations.

As a nation that is majorly dependent on the spice trade, this part of the content is more of a “What If?”. In this instance, the missions Harness the Spice Trade and Reach the Spice Islands will be your stepping stones towards exploration and eventual colonization of the Spice Islands.

harness the spice trade.png


foreign expeditions.png


spice islands reward.png

The mission ‘Assign a Waqf’ will require you to tend to your religious responsibilities, either by embracing certain idea groups or by assigning a new privilege for the Mamluks:

waqf privilege.png

Note to ourselves; We should rename Holy Orders to Local Organizations.

The following event will be the reward for the mission:

waqf event reward.png

Note; The first option will allow all our administrative advisors to generate -1% idea cost reduction per level and construct a University in our capital. The second option will generate 0.25% crown land per mosque built (subtracted when they are demolished).

Of course, in the interest of time, I cannot showcase every bit of content, and as a result, this Developer Diary should serve as a taste of the content we have for the Mamluks!

privileges misc.png

The final piece of the Mameluke puzzle happens to be its most interesting, in my opinion. Let’s take a look at the mission of “Kashifs of Egypt”. It will require you to centralize, increase your crown land, and establish an efficient administration. A reward is an event called ‘The Administration of the Mameluke Domain’.

administration of the mamluk domain event.png

The first option will enable a new powerful local organization for the Mamluks, and if you are not an Empire, you will become one. But, I believe that the second option is far, far more interesting; the ability to reform into Egypt and pursue a new government mechanic; Egyptian Westernization!

egyptian t1.png

egyptian westernization 1.png

Note; Art is WIP

Unlike its Russian counterpart, Egyptian Westernization (or EW for short) is dependent on 3 separate government, interactions, each one a symbol of the country’s management aspects:
  • Administration
  • Manufacturing
  • Armed Forces
Calling on each interaction will push your country closer to the brink of westernizing a specific aspect, with each having 5 distinct levels:

adm western.png

dip western.png

mil western.png

Note; Westernizing each level will change the red X to a green ✓ to keep track of your current level!
To do so, you would need to spend a little bit on 3 resources; Innovativeness, Monarch points, and EW progress. However, with ample governing capacity, goods produced, and Western units accompanied by a significant amount of army tradition, this is well worth the trade!

But wait, there’s more, this mechanic goes even deeper! The bar below the new interactions is beneficial on either side (0 or 100) much akin to Army Professionalism. Whilst Egypt has no Westernization, estates are happy, stability will be cheaper to increase and general tolerance towards the true faith will be happier. On the other (and more lucrative) end, a truly westernized Egypt will enjoy bonuses such as technology and idea cost, as well as yearly innovativeness.

Of course, this choice is major and will impact other aspects of your content, such as mission rewards:
  • The mission 'The Imperial Gambit' would grant Egypt Innovativeness, 25 progress towards their Westernization as well as reduce the cost of increasing Westernization by -5.
  • The mission 'Center of the Islamic World' would grant Egypt Innovativeness and double the chance of getting positive traits for your rulers based on which aspect they excel in, the most.
  • However, for the Mamluks, the mission Center of the Islamic World will grant an additional Golden Age or extend the current one by 50 years.
The content for Egypt would not be complete without a brand new idea set that plays well with the new content:

EGY_ideas = { start = { trade_efficiency = 0.1 administrative_efficiency = 0.05 } bonus = { free_policy = 1 } trigger = { tag = EGY } free = yes #will be added at load. egy_centralization_works = { development_cost = -0.1 } training_missions_in_egypt = { country_military_power = 1 } legacy_of_the_karimis = { burghers_loyalty_modifier = 0.1 burghers_privilege_slots = 1 } nile_production = { production_efficiency = 0.10 } westernize_the_military = { max_general_fire = 1 #YES! fire_damage = 0.1 } mediterranean_shipwrights = { sea_repair = yes } crossroads_between_europe_and_africa = { global_trade_power = 0.1 } }

Reforming Egypt via a national decision will also grant access to these missions, the government reform, and the Westernization mechanic!

As mentioned before, the content showcased here is about half of the content we have in store for the Mamluks, and as such expect more content to be present once you play. The Mamluks are a very fun country to play in with a marvelous position on the map and lots of different ways to play and stuff to do. We hope this content adds to the joy and interest many of us (myself included) have while painting the map with the Mameluke color! Next week @Ogele will come back to present the long-awaited Developer Diary focused on the Byzantine Empire!

One last thing... Our weekly chapel comics have returned:
comic.png
 

Attachments

  • comic.png
    comic.png
    805,6 KB · Views: 0
Last edited by a moderator:
  • 59Like
  • 20Love
  • 14
  • 5
  • 2
  • 1Haha
Reactions:
The first option will enable a new powerful local organization for the Mamluks, and if you are not an Empire, you will become one. But, I believe that the second option is far, far more interesting; the ability to reform into Egypt and pursue a new government mechanic; Egyptian Westernization!
You know man, I was really liking the direction of this dev diary until this section. This whole westernization thing ruined it, smh.

To elaborate further I don't agree with changing nation's tech groups. The regional unit types provide a sense of uniqueness to the tags in the region and make it interesting fighting against other tech groups rather than just digging up the old westernization mechanic which was meant to be dead with the introduction of the institutions.
 
  • 10
  • 4
  • 2Like
Reactions:
I wonder if next week's Byzantine DD will have info about the Egyptian Christians. Especially if the update has a Council of Florence mechanic about the relationship between the Greek and Roman churches, it could easily be incorporated to work with the Copts.

Oh, here's an important question! Will Egypt, if formed by someone other than the Mamluks, have the Mamluk mission tree?
 
  • 12Like
  • 2
Reactions:
will the hanseatic naval doctrine be made available for more then just lower saxon german cultures? it makes no sense that countries like Stettin, Danzig or Riga doesnt have it, even some countries with rhenish should be able to choose it when they reach the coast
 
  • 3
Reactions:
I feel like adding a bunch of power to mission trees, and then afterwards going 'nah we hear you we're not going to do that again' is going to make all of the previous two patch reworks way stronger than the next patch reworks. Wouldn't it be better to make content at the same level, whether that level is super big impactful mission trees, or just more flavour stuff? Because if I play Mamelukes and they have 20% of the power from the Ottoman mission tree, I'll just feel like balance wasn't done right.
Yeah. I didn’t like the trend of crazy modifier/alt history trees, but since they were in the game it feels like I’m getting cheated now that they only decide to reel back once they get to my favorite regions to play in. A flagship? Oh okay, cool I guess. Disappointed.
 
  • 3
  • 1Like
  • 1
Reactions:
The Egypt tag and Mamelukes are awesome now. I think this is the needed balance of mission trees if you intend to have them in EU5
 
  • 1
Reactions:
I’m quite disappointed by this dev diary… Although I don’t like modifier stacking, I do love crazy and over-the-top mission trees! I hope the other nations, like the Romans will get some more in-depth mission trees. Overall I just think this one is shallow and stale.
 
  • 8
  • 2
Reactions:
What's the point of the export grain interaction? Spend 100 admin to gain mercantilism? It's not even worth it to spend diplo mana on mercantilism, never mind precious admin.
 
  • 11
Reactions:
Why rename the nobles to mamluk? I get that for the developers it's a lot easier to change the name of an estate than add a new one, but the mamluk weren't nobility. They were brought in as a counter to the nobility.
 
  • 8
  • 1Like
  • 1
  • 1
Reactions:
Great dev diary as always! Thank you for taking the time to share with us your thoughts and process.

I like the step towards simplification. While it is somewhat sad to see the mamluks not get a monster tree like ottomans, I like the general feel of reigning in the... let's call it eagerness we all feel when making MTs for cool nations. This should hopeful serve to benchmark power creep, and will absolutely be a blessing for play.

I have a few thoughts/suggestions that i hope everyone will excuse me for sharing. As always, please note that I am mostly concerned with the mp experience and don't play singleplayer at all. I'll further caveat that I believe that anything which benefits mp also benefits sp, but the reverse isn't always true.

1) Special units really should be more for special units. If a unit type is meant to be more "the majority of your army" I think that's a case where a permanent modifier/ gov type bonus is actually warranted. After all, if everyone is super... I think with the Mamluks what might be a better idea is to give them a single, somewhat strong mercenary unit ("royal mamluks" to distinguish it from the existing one, perhaps) that has significantly decreased cost (for a merc), say 0.6? That would put it at 10% more expensive than normal units I think? In this way it functions more like the black guard than Hungary and can bee used as the bulk of your army in the early and mid game. It would also leave space for the cawa to feel special, not just another Pokémon. This can be explored more elsewhere. The main thought is that if 75% of your army is a special unit, then isn't that your normal unit, and the 25% remaining more like auxiliaries?

2) While I really enjoy the idea changes, I'm worried that with the buff to Persia and especially to Spain and ottomans, mamluks will now be lacking in military quality to the point that it can be a problem in mp. I'm also worried that normal mamluk ideas don't hold up to Egypt, somewhat forcing competitive players to go the Egyptian/westernized route. This may be inevitable, but should be further considered. I can also be wrong.

3) I love the inclusion of ally interactions, this is exactly what I'm looking for to enliven multiplayer experiences, and I would also like to see something geared less towards allies and more towards mutual economic benefit between mamluks and Europe. Something like venetian/Genoa nodes being higher than the channel giving med countries a bonus after completing a mission so long as mamluks own the canal, for instance. Something to stimulate combating alternative trade routes that is more than just the Venice tag, so that Germans, English, French, etc. Tags have more of a reason to care about the med and the mamluks primarily in mp that isn't just "conquer to make passive income".

4) Similar to the above, something involving the rising popularity in New world colonial endeavors would be interesting. This would no doubt be a massive concern for the mamluks as it was a trade cycle they had no part in. It would be very fun to explore a theoretical rivalry between the mamluks and portugal/England because of that, the Portuguese/ Ethiopian alliance, and the competing Indian Ocean concerns. I could see Austria, Venice, Naples etc. Really sponsoring mamlukean endeavors to compete against great Britain and ensure the spice trade still flows where it ought to.

As a last thought, will any of these changes and new mechanics be reflected in minor updates to older mission trees that involve similar regions? Gujarat or Ajuuran, for instance, would have a lot to say about an Arabia spanning Mamluks, but little in the way of content to stop it except claims, especially Gujarat. Meanwhile Aceh could be quite keen to have Mamlukean backing in their wars to expand Islam in Indonesia, and could be even willing to work out some sort of trade deal to acquire it, while Malacca or Majapahit could be very upset at yet another major competitor...

Thank you as always and looking forward to your thoughts.
 
  • 6
  • 2Like
  • 1
Reactions:
Hey @PDXBigBoss nice DD. I do have one question. Would you guys rename Coptic Christianity to Miaphysit?

Reason, Coptic to me sounds more like culture while Miaphysit the official name used to describe Oriental Christianity.

On personal note i can't wait to see what you guys have for Byzantium.
 
  • 5
  • 2
  • 1Like
Reactions:
I really like this direction for the game. Domination felt like it had very overpowered mission trees for already powerful nations. Diversifying game play and giving us new ways to play in certain regions is far more exciting to me. Admittedly, a lot of content goes wasted on me simply because I don't have as much fun playing as the larger nations at game start.

Now I'm just gonna say that with the focus of this DLC being the Near East, I'm really hopeful that the nations with the crusader missions will receive at least some amount of content, though that's largely because my favorite nation in the game is The Knights (I just love their starting position and ability to expand in basically every direction).
 
  • 1Like
Reactions:
Any mission that grants a bonus flagship should at the very least also grant flagships +1 as a national modifier. I typically have very specific needs for my flagships (sea siege flagship or sea battle flagship or trade flagship or exploration flagship or privateering flagship; these roles require different builds), and the randomly-generated ones can be disappointing.
Or make the flagship cap scale with either naval force limit or total sailors deployed on ships.
 
Last edited:
  • 2
Reactions:
As someone else mentioned, change the ottoman ai factor so they have a big likelihood of choosing the Eyalet option for the Mamluks. There are few interesting results from the ai doing this:

1. The mission tree actually being followed by the ai and not just made for the player who is not going to play the Ottomans more then 2 times anyway.

2. Shifting geopolitics in the game to persuade the Ottoman ai to contest Iberian might in the Magreb. This is both better for gameplay balance and for immersion. For the gameplay part, its mostly about Moscovy/Russia and Persia. Because of the Ottomans not picking the Eyalet option they always agressively expand into Persia or into the Pontic steppe, after each truce with the Mamluks ruining Russia for the rest of the game. And for immersion, it makes sense the Ottomans would quickly try to secure the Mediterranean coast especially the muslim regions, both for economic and power advantage as well as protecting the muslim people in those regions.
I remember how in the old days of eu4, you would always see the Ottomans be in North Africa, haven't seen that since missions have been introduced for some reason.

While we at this topic of Maghreb, the nations there should be buffed in some way, Morroco and Tlemcen get conquered by Portugal fully by the early 1500's while in reality the Iberians could only control few coastal towns at best.
 
Last edited:
  • 7
  • 2Like
Reactions: