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Europa Universalis IV - Development Diary 1st of February 2022

Hello everyone, and welcome to another EUIV Dev Diary! Today we’ll be talking about more changes we’ve been doing for the 1.33 ‘France’ patch, one new concept that we’ve implemented called ‘Script Debt’, and the workflow behind bugfixing. So let's get started with my colleague @Ogele talking about the balance changes!

Greetings everyone!

As you all are aware we have no precise, official “regional focus” for this patch unlike the other free patches such as 1.29 “Manchuria Update” or 1.27 “Poland Update”. While it means we haven’t created mission trees for a region, this at least allows us to concentrate on balancing existing content, adding Quality of Life changes and fine tuning some other areas of the world.

Starting with China, we received your feedback and implemented some changes which makes the unification of China a less tedious process for the non-horde Chinese tags. One of them is the addition of the following government reform for every Confucian Chinese which gets released by the Celestial Empire:

chinese_kingdom.png


One huge problem with the released countries in China was that they tend to create hugboxes around them which prevented them from actually unifying China. In order to prevent this all the Chinese Kingdoms have a -100 Opinion penalty for fellow Confucian countries. At the same time, they also gain access to the Unify China casus belli, which received a substantial buff:

unify_china_cb.png


We were experimenting with giving every Chinese tag cores over the whole region, but this resulted in really awkward situations where a province had cores of like 8 different tags + these cores were too much of a freebie. By gaining the cores through occupation the process of conquering China feels more natural.

Here are some of the nightly results:

image (3).png


image (4).png

A natural occurring Qing, which we wanted to see too, sadly did not happen yet. However, we are pleased to see that a unified China is now more likely to happen.

Even if it happens through means we did not expect…

image (2).png

Apparently, in this timeline there was a Bengali dynasty in China…

Other changes we introduced is the inability for the Celestial Empire AI to make countries their tributaries, which have their capital in China, as it felt very immersion breaking to us when the Celestial Emperor blocked themselves in such a fashion.

We also made a small change to Korea too:

1. The Gyeongbok Palace no longer gives tech cost reduction. Instead, it now has the following modifiers:

gyeongbok_palace.png


2 .Their national idea “The Hangeul Alphabet” now gives -10% Tech Cost instead of -5%

3. The estate privilege “Inwards Perfection” gives now the following penalties / benefits:

inwards_perfection.png


It also ensures that the Korean AI is a diplomat or an administrator unless another nation holds one of their cores. This way you have an AI Korea which actually plays tall instead of blobbing into Manchuria, which wasn’t really liked by the community.

While we’re at the estate privileges: all privileges, which have modifiers scaling with the Crownland owned by the estate, now exempt the estate from the “Seize Land” action. This change allows you to have a little more control over who you seize the Crownland + makes these estate privileges a little bit more useful. Also, the “Increased Levies' ' estate privilege has been slightly buffed, giving now 33% increased Manpower Modifier at 100% Crownland instead of 25%.

One final balance change I want to address are the “Expand Infrastructure” and “Centralize State” features from Leviathan. Their goals were to enhance playing tall. While the idea was neat, we felt like these two buttons didn’t have the punch needed to be worth the attention. The issue with “Expand Infrastructure” was the relation of governing cost and manufactory slots: manufactories are useful in low dev provinces as they give a flat bonus, but a governing cost increase means a province is more expensive to hold which is why you don’t waste it for a benefit which could be accomplished by holding one additional 3 dev province with a manufactory. So the times where you would use this button would be if you want a province to have something like a rampart, which is a very niche situation at best. Because of that we have decided to give “Expand Infrastructure” some more power, which makes their cost worthwhile:

expand_infrastructure.png

I want to point out that this is NOT the final version. We will take the Beta feedback into consideration for adjusting this feature.

Next point is the “Centralize State” button, which has one big issue: it competes with much more useful and global “Expand Administration” button from the government tab. To make “Centralize State” more viable, we have decided to change its identity a little bit by changing the governing cost from a flat reduction to a percentage reduction. We also added some other bonuses to the centralized state:

centralize_state.png


Here are a few other balance changes we have done for 1.33:
  • Winter Palace’s modifiers have been reworked as they didn’t feel right for Russia and the seat of Peter the Great. Now it gives at level 3 the following modifiers:
  • winter_palace.png
  • Tibetan (just like Vietnamese and Korean) can now sinicize their culture and adopt a culture of the Chinese culture group. It should be noted here: we are using the Manchu way of doing this as the engine is way too outdated for dynamic culture groups unfortunately.
  • Syncretic religions now give the bonuses of the monuments of the secondary faith. Example: Oirat which has Sunni as Syncretic religion will be able to benefit from the Hagia Sophia.
  • Feudal Theocracies have access to the Divine Ideas Group instead of the Aristocracy ideas.
  • Muslim subjects will no longer enact “Guaranteed Dhimmi Autonomy” if their Muslim overlord has religious ideas.
  • Roman Empire’s ideas have been buffed to bring them on par with the ideas of the HRE.
  • Selling Crownland now requires you to actually have the 10% to sell.
  • Manpower, Sailors and Forcelimit granted by colonies are reduced by 25%.
That was all from my side! I wish you a nice week, and we will see you in the next DD!

Alright, now @Pavía again in charge, into the workflow for this patch. When tackling 1.33 fixes, we obviously gave priority to bugs being reported after the 1.32.2 patch was released, and those that didn’t make the cut owing to not being implemented in time. In the Content Design Team we also addressed and discussed some balance changes we wanted to make for this patch, specifically for the Eastern Asia regions, as @Ogele has just pointed out. But we found that as the bugfixing process was going well, as the ‘Songhai’ patch had been much less troubling than the previous ‘Majapahit’ one, we had some development time at our disposal to go back, and try to fix even older script-related issues.

That is what we called ‘Script Debt’, following the ‘Tech Debt’ concept that was also addressed in older versions of EUIV (for 1.30 patch there were a lot of issues addressed this way, if you recall). So we focused for a few weeks on cleaning up all these older issues that for one or other reason hadn’t been solved yet, and trying to have as few remaining legacy problems from older versions as possible. We also cleaned and simplified some scripts that were a bit convoluted, something that we’ll continue doing in future versions when possible (because for the next patch we’ll be more focused on creating new content, as previously said).

What are the actual results of this work? So we've solved around 40 older script issues for this patch. And regarding all the bug fixes done, I’ll show you some pictures and metrics, as they may speak better of it than I:

Bugs.png

progress.png

Here you can see that we’ve solved over 400 reported bugs, reducing the total count by at least 100 bugs and issues for this patch alone, which puts the EUIV bug-count lower than any GSG game has been in the last decade, according to our metrics (yay!).

So, what can you expect from the team in the next months regarding this topic? Apart from developing new content, we’ll continue addressing Tech Debt, Script Debt, and QoL improvements; you can help us by posting this kind of problems in the Bug Reports subforum, as we keep a regular track of it. And if you have any suggestions for improving the state of the game that are not bugs, we will continue tracking the Suggestions subforum in that regard. Listening to the voices of players is important for the Tinto Team at this point of the development of EUIV, as we’re trying to polish the game as much as possible.

To finish, when can you expect the 1.33 patch to be released? Well, the good news is that we’re pushing it as an open beta this evening! We’ll keep it open for a couple weeks, and then we will release the full patch later in Q1, after the testing is done, and we’re sure that we’ve solved all the issues appearing in the open beta.

By the way, we noticed that we have an issue regarding the Linux version of the game that we’re already trying to fix, so those users should NOT opt-in into this open beta.

You’ll be able to take a look on the changelog along with the release of the open beta. See you, and we will be answering issues raised in this thread during the week!
 
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  • The Crisis of the Ming Dynasty increased zhang Xianzhong's Daxi
  • (The following is basically a robot translation, if you think the grammar is wrong, I can only apologize )
    • Historically, they probably controlled Hunan, Hubei and Jiangxi(
      • (Before Li Zicheng's eastern campaign to Beijing, he was afraid of Li Zicheng, so he went to Sichuan)
    • because only Ai have Crisis of the Ming Dynasty l hope more histoy
    • shun: Historically he also controlled Hubei (his real core territory, not his home province of Shaanxi) Henan and Shandong
    • shun:Hidden Treasury −0.5 Interest per annum is very unreasonable ! because Mandate of Heaven clash
    • And historically, it was li Zicheng who supported the small landlords against the big landlords because
      • I want to switch to goods output or Devastation to reduce(Even if the machine translation, there are obvious grammatical errors, I'm sorry, just understand )
      • If you can, can you change his ambition to 5 Discipline
      • If I want to experience Li Zicheng's uprising, it is the middle stage, I hope his idea is a little stronger, so as to make up for the boredom of the early stage
 
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I have read the history of the Southern Ming Dynasty, the draft of the History of Dashun, the history of peasant wars in the late Ming Dynasty, and some other books in the late Ming Dynasty
If you are interested in that period, you can ask me and I will reply you with a robot translator (hope you can understand).
For example, why did The Ming Dynasty fall? Li Zicheng beat the Ming dynasty but not the Qing Dynasty. Why was Dashun easily defeated by the Qing Dynasty
 
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One final balance change I want to address are the “Expand Infrastructure” and “Centralize State” features from Leviathan. Their goals were to enhance playing tall. While the idea was neat, we felt like these two buttons didn’t have the punch needed to be worth the attention. The issue with “Expand Infrastructure” was the relation of governing cost and manufactory slots: manufactories are useful in low dev provinces as they give a flat bonus, but a governing cost increase means a province is more expensive to hold which is why you don’t waste it for a benefit which could be accomplished by holding one additional 3 dev province with a manufactory. So the times where you would use this button would be if you want a province to have something like a rampart, which is a very niche situation at best. Because of that we have decided to give “Expand Infrastructure” some more power, which makes their cost worthwhile:

View attachment 801186
I want to point out that this is NOT the final version. We will take the Beta feedback into consideration for adjusting this feature.

Next point is the “Centralize State” button, which has one big issue: it competes with much more useful and global “Expand Administration” button from the government tab. To make “Centralize State” more viable, we have decided to change its identity a little bit by changing the governing cost from a flat reduction to a percentage reduction. We also added some other bonuses to the centralized state:

View attachment 801187
I like the changes but the infrastructure and centralization feature still feel a little off.

If i could make a sugestion. One of the issues eu4 faces is the lack of things to spend mana on. It basically all goes in to deving, with a little of ideas and tech. A large part of the reason for this is the monarch point generation bloat. For an average 3 skill ruler and level 3 advisors; to the current average 5 skill ruler, level 5 advisors, estate points, power projection, mana generation has gone from 9 to 15 50% more.

Id also say in the grandscheme of things spending reform progress is fairly meaningless, you dont make enough of it to make a difference.

I would sugest making centralize state cost 50 admin points. And expand infrastructure 25 of each.

This would 1: Allow players to "perfect" their states if they are invested in it. Getting all their key buildings up even on provinces they need to build forts or ramparts in. For a better sense of "completion" in long games.
2: Provide a little more meaningful choice one what to spend mana on. Adm mana particularaly for tall nations ends up being wasted often except in world conquests.
3: create a balance between expansion (spending mana on coring) and improving the land currently gained.

As part of facilitating a tall playstayle, i would consider philosophically whether you are ok with players stacking gov cost reduction to 100%.
Currently its fairly easy to to get gov cap cost to -90%, with a paper statehouse + townhall + centralization. Givent hat one of the reasons governing capacity was added was to curb ceasless expansion, it seems like getting gov cap cost to -100% would be reasonable to acheive at the cost of admin points.

if this is somethign you wish to facilitate, then its worth considering what players need to do in states that dont have glass paper or gems. I think its a good thing that theres a mechanic that requires you to consider the trade good before building a building. But for states without the building, should players simply centralize 2 aditional times or is there an alternitive solution. (perhaps the government reform that reduces min autonomy (which is far more exploitable) could be changed to -20% province gov cost? Or perhaps there could be a different solution.

That said assuming players make this investment to get these hyper specialized well run states. It seems that expanding infrastructure would subsequently feel punishing.

i would consider as part of this change making expand infrastructure only give a flat cost penalty? So its punishing to spam over a large empire, but actively encouraged if you have all the buildings built + centralizations done.

Anyway I hope thats some food for thought.
Thanks for the dev diary, im loving the current direction of the game. Keep it up.
 
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I have been quiet lately, retreating too my land after Leviathan and Origins.

I think that’s the first DD in almost a year that gives me some reason to be hopeful for the future of the EU IP. The devs really seem to want to fix their game and to improve it marginally, with the tools they have.

I see less emphasis on mission trees and more on the other mechanics, though there are still exclusive mechanics to countries/cultures/religions. Still, making Chinese minors having a special government type which has the effect of making them want to unite China is much closer to my ideal of what the game should be than giving them missions to reunite China. It seems more organic.

I’m fine with having a privilege changing the way an AI behaves, but it would be great if those privileges and government reforms were available to other cultures. What about a French minor trying to reunite France? Or a mighty Great Britain claiming its Spendid Isolation?
 
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The chief issue I see with the Chinese Kingdom's opinion modifier is that it will really discourage a Confucian country, like Korea or Vietnam from vassalizing most of the Chinese minors rather than conquering the land directly. I was planning a Vietnam game where I'd mostly give the interior to vassal states, but that opinion penalty will strongly discourage that.
 
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Hello everyone, and welcome to another EUIV Dev Diary! Today we’ll be talking about more changes we’ve been doing for the 1.33 ‘France’ patch, one new concept that we’ve implemented called ‘Script Debt’, and the workflow behind bugfixing. So let's get started with my colleague @Ogele talking about the balance changes!

Greetings everyone!

As you all are aware we have no precise, official “regional focus” for this patch unlike the other free patches such as 1.29 “Manchuria Update” or 1.27 “Poland Update”. While it means we haven’t created mission trees for a region, this at least allows us to concentrate on balancing existing content, adding Quality of Life changes and fine tuning some other areas of the world.

Starting with China, we received your feedback and implemented some changes which makes the unification of China a less tedious process for the non-horde Chinese tags. One of them is the addition of the following government reform for every Confucian Chinese which gets released by the Celestial Empire:

View attachment 801173

One huge problem with the released countries in China was that they tend to create hugboxes around them which prevented them from actually unifying China. In order to prevent this all the Chinese Kingdoms have a -100 Opinion penalty for fellow Confucian countries. At the same time, they also gain access to the Unify China casus belli, which received a substantial buff:

View attachment 801180

We were experimenting with giving every Chinese tag cores over the whole region, but this resulted in really awkward situations where a province had cores of like 8 different tags + these cores were too much of a freebie. By gaining the cores through occupation the process of conquering China feels more natural.

Here are some of the nightly results:

View attachment 801181

View attachment 801182
A natural occurring Qing, which we wanted to see too, sadly did not happen yet. However, we are pleased to see that a unified China is now more likely to happen.

Even if it happens through means we did not expect…

View attachment 801183
Apparently, in this timeline there was a Bengali dynasty in China…

Other changes we introduced is the inability for the Celestial Empire AI to make countries their tributaries, which have their capital in China, as it felt very immersion breaking to us when the Celestial Emperor blocked themselves in such a fashion.

We also made a small change to Korea too:

1. The Gyeongbok Palace no longer gives tech cost reduction. Instead, it now has the following modifiers:

View attachment 801184

2 .Their national idea “The Hangeul Alphabet” now gives -10% Tech Cost instead of -5%

3. The estate privilege “Inwards Perfection” gives now the following penalties / benefits:

View attachment 801185

It also ensures that the Korean AI is a diplomat or an administrator unless another nation holds one of their cores. This way you have an AI Korea which actually plays tall instead of blobbing into Manchuria, which wasn’t really liked by the community.

While we’re at the estate privileges: all privileges, which have modifiers scaling with the Crownland owned by the estate, now exempt the estate from the “Seize Land” action. This change allows you to have a little more control over who you seize the Crownland + makes these estate privileges a little bit more useful. Also, the “Increased Levies' ' estate privilege has been slightly buffed, giving now 33% increased Manpower Modifier at 100% Crownland instead of 25%.

One final balance change I want to address are the “Expand Infrastructure” and “Centralize State” features from Leviathan. Their goals were to enhance playing tall. While the idea was neat, we felt like these two buttons didn’t have the punch needed to be worth the attention. The issue with “Expand Infrastructure” was the relation of governing cost and manufactory slots: manufactories are useful in low dev provinces as they give a flat bonus, but a governing cost increase means a province is more expensive to hold which is why you don’t waste it for a benefit which could be accomplished by holding one additional 3 dev province with a manufactory. So the times where you would use this button would be if you want a province to have something like a rampart, which is a very niche situation at best. Because of that we have decided to give “Expand Infrastructure” some more power, which makes their cost worthwhile:

View attachment 801186
I want to point out that this is NOT the final version. We will take the Beta feedback into consideration for adjusting this feature.

Next point is the “Centralize State” button, which has one big issue: it competes with much more useful and global “Expand Administration” button from the government tab. To make “Centralize State” more viable, we have decided to change its identity a little bit by changing the governing cost from a flat reduction to a percentage reduction. We also added some other bonuses to the centralized state:

View attachment 801187

Here are a few other balance changes we have done for 1.33:
  • Winter Palace’s modifiers have been reworked as they didn’t feel right for Russia and the seat of Peter the Great. Now it gives at level 3 the following modifiers:
  • View attachment 801193
  • Tibetan (just like Vietnamese and Korean) can now sinicize their culture and adopt a culture of the Chinese culture group. It should be noted here: we are using the Manchu way of doing this as the engine is way too outdated for dynamic culture groups unfortunately.
  • Syncretic religions now give the bonuses of the monuments of the secondary faith. Example: Oirat which has Sunni as Syncretic religion will be able to benefit from the Hagia Sophia.
  • Feudal Theocracies have access to the Divine Ideas Group instead of the Aristocracy ideas.
  • Muslim subjects will no longer enact “Guaranteed Dhimmi Autonomy” if their Muslim overlord has religious ideas.
  • Roman Empire’s ideas have been buffed to bring them on par with the ideas of the HRE.
  • Selling Crownland now requires you to actually have the 10% to sell.
  • Manpower, Sailors and Forcelimit granted by colonies are reduced by 25%.
That was all from my side! I wish you a nice week, and we will see you in the next DD!

Alright, now @Pavía again in charge, into the workflow for this patch. When tackling 1.33 fixes, we obviously gave priority to bugs being reported after the 1.32.2 patch was released, and those that didn’t make the cut owing to not being implemented in time. In the Content Design Team we also addressed and discussed some balance changes we wanted to make for this patch, specifically for the Eastern Asia regions, as @Ogele has just pointed out. But we found that as the bugfixing process was going well, as the ‘Songhai’ patch had been much less troubling than the previous ‘Majapahit’ one, we had some development time at our disposal to go back, and try to fix even older script-related issues.

That is what we called ‘Script Debt’, following the ‘Tech Debt’ concept that was also addressed in older versions of EUIV (for 1.30 patch there were a lot of issues addressed this way, if you recall). So we focused for a few weeks on cleaning up all these older issues that for one or other reason hadn’t been solved yet, and trying to have as few remaining legacy problems from older versions as possible. We also cleaned and simplified some scripts that were a bit convoluted, something that we’ll continue doing in future versions when possible (because for the next patch we’ll be more focused on creating new content, as previously said).

What are the actual results of this work? So we've solved around 40 older script issues for this patch. And regarding all the bug fixes done, I’ll show you some pictures and metrics, as they may speak better of it than I:


Here you can see that we’ve solved over 400 reported bugs, reducing the total count by at least 100 bugs and issues for this patch alone, which puts the EUIV bug-count lower than any GSG game has been in the last decade, according to our metrics (yay!).

So, what can you expect from the team in the next months regarding this topic? Apart from developing new content, we’ll continue addressing Tech Debt, Script Debt, and QoL improvements; you can help us by posting this kind of problems in the Bug Reports subforum, as we keep a regular track of it. And if you have any suggestions for improving the state of the game that are not bugs, we will continue tracking the Suggestions subforum in that regard. Listening to the voices of players is important for the Tinto Team at this point of the development of EUIV, as we’re trying to polish the game as much as possible.

To finish, when can you expect the 1.33 patch to be released? Well, the good news is that we’re pushing it as an open beta this evening! We’ll keep it open for a couple weeks, and then we will release the full patch later in Q1, after the testing is done, and we’re sure that we’ve solved all the issues appearing in the open beta.

By the way, we noticed that we have an issue regarding the Linux version of the game that we’re already trying to fix, so those users should NOT opt-in into this open beta.

You’ll be able to take a look on the changelog along with the release of the open beta. See you, and we will be answering issues raised in this thread during the week!
Love it! All of these changes look fantastic— I’m especially happy that I’ll actually be expanding infrastructure; the mechanic always seemed to have so much potential, but it was never worth it as implemented. I’m a big fan of the reworked Korean mechanics, too (especially the lowered dev cost, which in concert with the others is shaping up to give us a super unique and fun playstyle).

One thought, though: I think it’d be good for the Winter Palace’s magnificent tier to be a little stronger, given how it represents the peak of imperial Russian power. Maybe have the top level give +1 absolutism per year instead of +.5, plus maybe a +10 maximum absolutism. Or two diplomats instead of one. Either would feel worthy of the crown jewel of Russia’s imperial capital.

Anyway, thank you for all of this! We all really appreciate how diligent and responsive you’ve been in these diaries, and though we know you can’t enact all of the suggestions brought forward, the interest you show in them in very heartening. You’ve rekindled my hope for a brighter future for EU4!
 
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These changes look really good for the most part, although I do have some suggestions (many of them echoing other comments here).
  1. The malus to opinion of other Confucian countries is really bad news for Korea, and it seems like it would be really easy for an ambitious non-Confucian country like Bengal, Oirat, or Dai Viet to exploit. I don't see it being any better to have a malus to the same culture group, as one, it would create a disincentive for nations with the choice to Sinicize their cultures to do so (and on that note, I totally agree with the suggestion to have those Sinicized cultures be rendered as Sino-Tibetan, etc., instead of with brackets), and for another, it wouldn't solve the issue of non-Chinese countries taking parts of China without complaint. Hopefully the change suggested to provinces of vital interest can be implemented, as that seems like a pretty elegant fix.
  2. I'm also hoping the change to bar Chinese/Japanese countries from making countries with capitals in their region as tributaries works out. My suggestion would actually be to expand that to countries that own any provinces in their region, and make that effective for 1) countries of empire rank, 2) countries with the Chinese Kingdom form of government, and 3) countries with the Independent Daimyo form of government — other countries with a province in the region in which they have their capital get a -1000 diplomatic malus against becoming their tributary, the AI gets a -1000 modifier against maintaining tributary status for a tributary state that somehow takes a province in the region of their capital, and the AI with one or more of those conditions will never choose to force tributary on a country with a province in the region of their capital. That way, you don't have issues like AI Ming being content to have an Indochinese tributary occupying South China as long as they took it from a revolter state.
  3. Centralize State still seems fairly useless, but I think further tweaking governing cap isn't going to strike the balance you're looking for. I would add more buffs, maybe an absolutism buff scaled to the state's total development plus set a centralized state's maximum autonomy in all provinces to 0.0.
  4. I mentioned this on a previous thread, but based on both these AI test runs and my own games, AI Japan could use some sort of incentive to take Sakhalin, which is low-dev arctic land that has little strategic value but has historical significance to Japan, which historically colonized the island about 75 years after unification. What about an event that fires some time after Japan is formed that gives it a core on Sakhalin?
  5. I'm very glad to see Russia/Muscovy living its best life in the latest AI test runs, although I will argue again that it should have a mutual "historical rivals" opinion malus with Ottomans. They actually allied each other in my most recent campaign!
 
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If you're doing changes around the World, would it be possible to give Sweden an option to recruit Caroleans like Russia can recruit Streltsy?

I'd love for them to be a lion of the north and a bulwark against Russian expansion.
 
So without wanting to quibble, hopefully a later patch or DLC will provide proper missions and events in Uzbek-Bukhara as well as Chagatai, which deserve something other than a generic Tatar tree. First for the variety of gameplay (Bukhara was a really original nation with a strong interest in science and culture), but also because it is a bit absurd to give them a similar fate to nations like Crimea or Kazan.
 
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So without wanting to quibble, hopefully a later patch or DLC will provide proper missions and events in Uzbek-Bukhara as well as Chagatai, which deserve something other than a generic Tatar tree. First for the variety of gameplay (Bukhara was a really original nation with a strong interest in science and culture), but also because it is a bit absurd to give them a similar fate to nations like Crimea or Kazan.
Timur himself was a member of the Chagatai, and I wanted him to be more distinctive as a bridge of Mongol culture between Central and East Asia. For example, the beginning of his relationship with Wala (according to Lahkesh history, Khan was defeated many times by Esen, but because Esen admired him, he made a non-aggression pact with him)
And finally, "Esen," have a son, and a good soldier
 
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So without wanting to quibble, hopefully a later patch or DLC will provide proper missions and events in Uzbek-Bukhara as well as Chagatai, which deserve something other than a generic Tatar tree. First for the variety of gameplay (Bukhara was a really original nation with a strong interest in science and culture), but also because it is a bit absurd to give them a similar fate to nations like Crimea or Kazan.
+ Bukhara is in kind of an odd position since the Shaybanids have a massive territory in the steppe and if they're doing well they probably won't end up in a position remotely resembling the real Bukhara. I like to RP by making Sibir and Khazakh into marches at least.
 
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Taking religious ideas stops Muslim AIs from implementing the autonomy privilege?
 
On a different note: a new event has been added to Manchuria which asks Korea to become Manchuria's tributary in return for all their provinces they might have lost to the Manchu earlier. This idea was from a forum user who commented it in the first DD, but I don't remember who it was again (please notify me who it was so I can add credit where credit is due).
1643763844783.png

Just checked this event. Wouldn't it be better if Manchu's 'Invade Joseon' mission accept tributary as a success condition?
 
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These changes look really good for the most part, although I do have some suggestions (many of them echoing other comments here).
  1. The malus to opinion of other Confucian countries is really bad news for Korea, and it seems like it would be really easy for an ambitious non-Confucian country like Bengal, Oirat, or Dai Viet to exploit. I don't see it being any better to have a malus to the same culture group, as one, it would create a disincentive for nations with the choice to Sinicize their cultures to do so (and on that note, I totally agree with the suggestion to have those Sinicized cultures be rendered as Sino-Tibetan, etc., instead of with brackets), and for another, it wouldn't solve the issue of non-Chinese countries taking parts of China without complaint. Hopefully the change suggested to provinces of vital interest can be implemented, as that seems like a pretty elegant fix.
  2. I'm also hoping the change to bar Chinese/Japanese countries from making countries with capitals in their region as tributaries works out. My suggestion would actually be to expand that to countries that own any provinces in their region, and make that effective for 1) countries of empire rank, 2) countries with the Chinese Kingdom form of government, and 3) countries with the Independent Daimyo form of government — other countries with a province in the region in which they have their capital get a -1000 diplomatic malus against becoming their tributary, the AI gets a -1000 modifier against maintaining tributary status for a tributary state that somehow takes a province in the region of their capital, and the AI with one or more of those conditions will never choose to force tributary on a country with a province in the region of their capital. That way, you don't have issues like AI Ming being content to have an Indochinese tributary occupying South China as long as they took it from a revolter state.
  3. Centralize State still seems fairly useless, but I think further tweaking governing cap isn't going to strike the balance you're looking for. I would add more buffs, maybe an absolutism buff scaled to the state's total development plus set a centralized state's maximum autonomy in all provinces to 0.0.
  4. I mentioned this on a previous thread, but based on both these AI test runs and my own games, AI Japan could use some sort of incentive to take Sakhalin, which is low-dev arctic land that has little strategic value but has historical significance to Japan, which historically colonized the island about 75 years after unification. What about an event that fires some time after Japan is formed that gives it a core on Sakhalin?
  5. I'm very glad to see Russia/Muscovy living its best life in the latest AI test runs, although I will argue again that it should have a mutual "historical rivals" opinion malus with Ottomans. They actually allied each other in my most recent campaign!
Big agree on the problems of how this solution affects Korea. Provinces of vital interest is absolutely a more elegant solution, though I imagine there may be some other steps necessary to ensure it always works.
 
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