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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.

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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.

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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:

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

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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).

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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:

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

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

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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”:

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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!

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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:

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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:

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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!

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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:

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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:

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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.

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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:

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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’.

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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:
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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:

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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

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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.

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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:

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

The following event will be the reward for the mission:

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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!

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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’.

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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!

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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:

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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:
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Why would a crusading order become mercenaries for the Muslim power that both controls the Holy Land and just annexed one of the last two Crusader states? It doesn't make any sense.

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!
Probably, yes.

View attachment 1023765
Note; the Burghers are set to play a very important role within your nation’s administration. Numbers are not final!
Can the goods produced modifier go negative if the estate's loyalty is negative?

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.
I hope this mission requires the Mamluks to be independent.

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:
Make Alexandria produce cloves instead. It already produces spices, and Cairo can keep the carpet production (cloth trade good) it was famous for during the Mamluk period.

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

View attachment 1023774
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.
It seems feasible to rework the entire "trading in" bonus mechanic:
  • Calculate goods "traded in" as EU4 does now
  • Compare that number to a country's stated development instead of the global production of the trade good
  • Make the "trading in" bonus tiered so that tall, specialized countries get larger bonuses
You could even integrate this diplomatic action with the new mechanic. The Mamluks could have 2 grain subtracted from its "trading in" calculation, and the receiving country could have 2 grain added to its "trading in" calculation. (2 is the base goods produced modifier for Granary of the Mediterranean. Mamluks has 4 provinces with the modifier and can export grain to up to 4 countries.)

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.

This mission can't really simulate the spice trade because you can't steer trade from the Moluccas to Egypt without a lot of trade power in both Malacca and India.

To prevent AI Mamluks from colonizing southern Africa instead of the Spice Islands, maybe require Mamluks to own Yemeni provinces or be the dominant trade power in the Gulf of Aden first. (This would presumably keep the AI from completing the mission, especially if Mamluks becomes an Ottoman subject.)


Note to ourselves; We should rename Holy Orders to Local Organizations.
Please add an effect to set a local organization in an area while you're at it! There is already an effect to set trade company improvements in areas via the province scope.
 
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This is a great diary, hopefully the Mamluks should be able to catch up with the Ottoman advances, so no more need to no-CB Byz.

Now this is a shot in the dark: I know some here are asking for Egyptian Copts to be represented here, which I agree with. But I was also thinking there could be a revival of the Ancient Egyptian religion (Kemetism) to convert to. It could act similar to 1.34 Norse with a super-rare chain of events. Pretty unrealistic, but I've seen a lot at this point.
 
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No need to shout. Also, it's both. It doesn't matter if the current name used was made up after the fact, it's a valid name for the Empire, and it's more widely used, even by Historians, as it allows for a clear distinction of time, language, and geography of the Roman, and then Western Roman Empire
There should be an option to rename the country to a proper name.
 
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I really like the new mission tree. Although there's some conquest missions, it also has a lot of Tall missions like Ming. That's what I expected for the Mamluks.

Nice, a new monument for Mamluks, as well. I guess we can expect something for Byzantium, too. A 3rd monument in Constantinople? Or maybe something in the former territories.
 
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It would be really cool for "the restoration of Caliphate" path to be sort of a parallel to restoration of emperors power in japan - just with conservative elements within the governing apparatus and the miitarry supporting a in-game disaster-based militant restoration of abbasids to power - maybe realized as a namechange and a few new gov. reforms
 
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I'm still hoping for Nader Shah and the Afsharids to be featured in the Persia rework! They were very important in the history of the middle east and he was effectively the Napoleon of Persia!
 
As this is only the first half of the content that will be available for the Mamluks, will there be anything related to the Coptic people, who were still at this time speaking the Coptic language (which was the direct descendent of the Ancient Egyptian language)? I ask because possibly as late as the 17th and 19th century the language was still spoken by Egyptian Christians, who were still in some way or another resisting a form of colonisation that is still yet to be condemned: Arabisation. Though by the 13th century Arabic had achieved dominance, there is no reason that a Coptic path can reverse the colonial effects of the Arab conquests, after, we do have the ERE being able to reconquer Anatolia and re-Hellenise it.
 
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The idea you had for advisors granting navy/army traditions instead of innovativeness, is definitely the way to go. Seems far more fitting that only admin grants innovativeness, while trade and military grants traditions instead. As a sidenote; are you adding anything to Arabia? After you finally made Scandinavia awesome in Lions, Arabia is now the absolute dullest formable nation remaining.
I'd understand if it's not a focus for Mamluks, given that they can now go for Egypt instead, but surely there could be -something- for Arabia, too? It was a dream for the inhabitants of the region for quite some time, after all.
 
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The idea you had for advisors granting navy/army traditions instead of innovativeness, is definitely the way to go. Seems far more fitting that only admin grants innovativeness, while trade and military grants traditions instead. As a sidenote; are you adding anything to Arabia? After you finally made Scandinavia awesome in Lions, Arabia is now the absolute dullest formable nation remaining.
I'd understand if it's not a focus for Mamluks, given that they can now go for Egypt instead, but surely there could be -something- for Arabia, too? It was a dream for the inhabitants of the region for quite some time, after all.
We will just have to wait and see over the next few weeks. Though I seriously doubt they wouldn't do more work to Arabia or any of the starting nations that can form it. Just trust in the process, and give them time.
 
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you know i thout there will be something for the abbasids like making them take over or something that would have been a good thing and maybe taking back baghdad and maybe taking the mongolian capital and raze it with a good achievement for that and maybe the umayyads for al andalus and getting a rivalry with the abbasids with some cool missons for both
I'd change it to razing the province where Hulagu Khan (the leader of the Ilkhanate leading the siege) was allegedly buried, Shahi Island in Lake Urmia. By my eye that's in what is currently Tabriz province.
 
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The DD did a job of explaining the mission tree. That being said, there are some serious concerns and issues I have with this mission tree.

- After being defeated, the Knights of Rhodes shouldn't be hire able by the Mamluks. That being said, they should be hire-able for Catholics who are at war with the owner of Rhodes.

- There are way too many "special units" now. I loved the idea of having "elite" units, but they lose their "eliteness" if as the Mamluks you can also recruit them. I would get rid of the ability to recruit Cawa from the Cawa Auxiliary Gaurd Government Reform. I would replace it with either an infantry combat ability or buff the Manpower in Accepted Culture bonus.

- The Mamluk special unit looks okay. The only thing I would change is invert the Reinforce Speed, as the Mamluks are pulling from a smaller manpower pool.

- Agree with the idea with yearly army/naval tradition from certain advisors. I think it would fit best with the Naval Reformer and Army Reformer advisors.

- Nile River Transports should also be a provincial modifier for friendly movement speed on the Nile provinces, as the Transports could possible be co-opted by the government to quick move troops up and down the Nile.

- The religious branch seems a bit too rigid and forced. As far as I understand its only designed with a Muslim Mamluks in mind, which seems pretty restricted for EU4. Even further, it feels odd that there is no mention about the Coptic Egyptians or any flavor in the mission tree, should the Mamluks or Egypt turn Christian.

- Finally, I firmly believe that Egypt should be the primary tag for Egyptian culture and that should the Mamluks no longer exist or own Egypt, the owner of Egypt should get an event similar to Greek Nationalism which would put down cores for Egypt on Egypt.

Overall, this mission tree needs tons of work and I'm a bit disappointed by this DD. I'm looking forward to the next week DD by @Ogele but I'm a bit nervous by this mission tree. Here's to improvement and a powerful Mamluk tree to come.
 
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Yeah, I am thinking of lowering the cost to 50 or increasing the Mercantilism you gain to +2,
They are both sort of worthless. I'd rather just have the dev cost reduction than either 2 or 4 % provincial trade power from mercantilism.

Either a straight dev cost reduction? Goods produced, or a trade efficiency bonus would be much better and worthwhile.
 
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The Mamluk special unit should be all cavalry. I don't think they fought as infantry very much?
They didnt fight as infantry at all,actually. Provided they introduce them as a special unit,the true mamelukes fought exclusively on horseback,with the selection of slaves for the army influenced severely by their capability to ride a horse and fight on it both in ranged combat and melee,which is one of the reasons the majority of slaves purchased past the second half of the 14th century and 15th were Qipchak Turks (adept in horse archery and warfare in general)

TL;DR you are absolutely correct and i hope they at least check on it before the DLC release. After all,one primary factor that played a role in the Ottoman triumph over the Mamluk Sultanate IRL was exactly that the Mamluk Army (at least its elite part) was exclusively consisting of cavalry that functioned as horse archers,not too dissimilar to the Aq Qoyunlu or the Safavid cavalry heavy armies. All three of which got thoroughly defeated and stomped on by the more modernized gunpowder based army of the Ottoman Empire in Otklubeli (Aq Qoyunlu,1476) Chaldiran (Safavids,1514) and Mars Dabiq(Mamluks,1516)
 
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Still haven't heard anything about any content for nations on the Arabian Peninsula. I gotta say, I will be extremely disappointed if this DLC is just iran, egypt and Byzantium.
 
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Still haven't heard anything about any content for nations on the Arabian Peninsula. I gotta say, I will be extremely disappointed if this DLC is just iran, egypt and Byzantium.

Could have included the Mughals and some minor updates to Georgia and Armenia. These new updates will help contain Ottoman expansion which would indirectly help Russia keep a hold on the Caucuses.