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Europa Universalis IV - Development Diary 21st of February 2023 - Spain

¡Hola a todo el mundo, y bienvenidos! In this week’s Development Diary, we will be talking about the content that we have created for Spain and the different Iberian countries, mainly Castile and Aragon, as they are the top runners for its formation.

First of all, for the redesign of Spain’s content for the upcoming DLC, we took a bit different approach than other countries that have been shown in the previous weeks, following this line of thoughts:
- We thought that its mission trees did not need a major overhaul, as it was already quite developed in Golden Century, covering most of the Conquest & Colonization paths required as Spain; therefore, we aimed to redesign its structure, adding a few missions here and there to get some extra flavor, and to rework triggers and rewards, to update them in line with the other Great Powers.
- We also decided to put more effort into adding more ‘mechanical content’ instead.
- On top of that, we also decided to add more unique content, linked to new game mechanics, but also to older ones, such as adding new Holy Orders for Golden Century owners, in order to keep adding more depth to the game as a whole.
- I tried to add some not-so-known chunks of Spanish History to the content, because, you know, I have a previous background as Historian!

That said, let’s get started with the new content for Castile! When we started designing it, we decided that nothing could be more iconic that adding another civil war disaster:

1. Disaster Infantes.jpg

Note: Effects and numbers are not final, as usual.

The Infantes of Aragon were the sons of Fernando/Ferrán I, the first king of the Trastámara dynasty in Aragon, and therefore cousins of Juan II, king of Castile; his first wife, María de Aragón, was their sister. Early in the reign of Juan II, they tried to puppet the king, and seize power, leaning on their large properties in the country, and the support they had from a big sector of the Castilian Nobility. This is also portrayed by a new starting privilege for Castile’s Nobility, which will cause the following disaster to progress:

2. Factionalist Nobility.jpg

3. Disaster progress.jpg

A cursed start for Castile, I know, I know.
What will happen after the disaster fires is that this event will be triggered, giving two different choices to the player:

4. Infantes event 1.jpg

5. Infantes event 2.jpg

6. Infantes event 2.jpg

The disaster will now be possible to be ended, and as you may have noticed, it will impact the outcome of a new mission:

7. Disaster ending.jpg

8. Infantes mission.jpg

The first path will reduce the effects of the Factionalist Nobility, making it easier to get rid of it earlier, apart from giving a temporary boost to Juan II, but also comes with a bunch of rebels. The second decision means that the ‘Factionalist Nobility’ will be empowered, fewer rebels will appear, and it will give Castile early ‘Restoration of Union’ Casus Belli on Aragon and Navarra, as it means the supremacy of the same line of the Trastámara dynasty over all the three countries. But, on top of that, the event ‘Isabella of Castile’ won’t be triggered if you decide to back the Infantes in their fight against the king, thus making it more difficult to have ‘The Iberian Wedding’ event, and the peaceful unification of Spain. It’s up to the player to decide which path to follow, with its own trade-offs: Back the king and face the Nobility early on, or side with the Infantes, and aim for an early military push to form Spain.

Although the start of Castile will be troublesome, as there will still be the possibility of the 'Castillian Civil War' trigger, we wanted to make it rewarding to get out of it in any of the ways decided, and we also made a minor change in order that early game is a bit more bearable:

9. Enrique 0.jpg

Enrique IV ‘the 0/0/0’ is nevermore a 0/0/0!

Now let’s move on to see what the new mission tree for Castile and then Spain looks like:

10. CAS-SPA tree.png

Note: As usual, the design and art of the tree are not final.

You may have noticed a big change in the redesign, as we decided to leave the upper half of the tree as the Conquest & Government part of it, while the lower half will be for Trade & Colonization. There is a reason for this, which you will see later on the DD. For now, let’s discuss the most important changes for the Castile path to Spain.

The right-most part of the tree is designed around a new set of missions covering the evolution of the Modern State in Spain in the late 15th and early 16th centuries. The first one is about the final appeasement of the Castilian Nobility:

11. Reinforce Royal Authority.jpg

12. Reinforce Royal Authority 2.jpg

This leads to ‘Law and Order’, which will give nice flavor bonuses to the provinces of Valladolid and Granada until the end of the game, being the seats of the two main courts of justice in the country, the ‘Reales Chancillerías’:

13. Chancillerías 1.jpg

14. Chancillerías 2.jpg

Related to these, although not connected to them, we have another set of 3 missions down in the mission tree that is about the Government of the Spanish Empire:

15. Government.jpg

The first one will trigger the following event after completion:

16. Spanish Dollar.jpg

The second is directly linked to the construction of the ‘El Escorial’ monument. Meanwhile, the third one will lead to a new mechanic we are implementing for Spain, the ‘System of Councils’, (based upon the historical Polysynodial System) which will be unlocked by a Government Reform of the same name:

17. System of Councils mission.jpg

18. System of Councils reform.jpg

How is this mechanic working? It will open a new 0-100 progress bar, the ‘Council Consensus’, which will be slowly refilled depending on your Monthly Average Autonomy and Monthly Average Liberty Desire of your subjects. Numbers are still WIP, but our initial design is to make it so that the bar can be filled at 10 years the fastest, while not progressing at all if Monthly Average Autonomy and Monthly Average Liberty Desire are 100%:

19. System of Councils bar max.png

Note: Ruler ability modifiers are placeholder ones to make the mechanic appear in the game, there is still some code support needed to make it fully work with the ‘Monthly Average Autonomy’ and ‘Monthly Average Liberty Desire’ that I’ve mentioned. Also, take into account that the other numbers are also WIP.
The ‘Council Consensus’ will give an increasing escalating effect, giving you Monthly Splendor and Administrative Efficiency, but that’s not its only benefit, as when you reach 100 ‘Council Consensus’, you may be able of spending that amount in one of the three Government Actions, tied to each of the monarch powers. After clicking the button, you will get +1 monarch power of the chosen type for 10 years, and an event similar to the Estate Agendas will trigger, upon which you might be able to pick one of the Councils of that branch to support for 10 years, getting an additional modifier for that period.

20. system_councils_button_1.png

21. system_councils_button_2.png

22. system_councils_button_3.png

23. system_councils_event_example.png

24. System of Councils UI.png

Note: UI is WIP, but in the last pic you’ve got the current design of the new buttons, for the ‘Royal Council’, the ‘Council of State’, and the ‘Council of War’, respectively.

So, coming back to the new mission trees, let’s go to the leftmost part of it. We have moved there the already existing missions for the Spanish Armada and Invade England, but we have added 3 more there, making it the ‘Military Branch’ of the mission tree:

25. Military missions.png

The first mission, ‘Armies of Iberia’, will unlock the Navy and Army paths of the branch. But the meaty new content is on the Land part, to be honest, as we have created a new government reform for the Spanish Tercios:

26. armies_iberia_mission.png

27. assemble_tercios_mission.png

Which is, obviously, a new type of Land Special Unit!

28. tercios_basic.png

Note: Grey color is provisional.

This unit might be recruited from provinces of the Iberian culture group, and their availability will be increased by the Army Tradition that Spain has at the moment. So, that means that you will be able to recruit double the amount of Tercios if your Army Tradition is 100. About its combat performance, these units will have at the start the same modifier as Spain’s Tercios Age bonus, -30% Shock Damage Received (therefore, that means that we will change Spain’s Age bonus, although it is not yet decided, as we want to wait for a bit more to get results from our internal tests to give a proper new modifier).

But wait, this is not the end of the (Spanish) road! There is another mission, ‘Refine the Tercios’, which will allow you to modernize your Tercios units if you have a fixed number of Tercios (right now is 60, but this may change), and either 75% Army Professionalism or 90 Army Tradition, giving them the following effects on top until the end of the game, allowing Spain to extend the dominance of Tercios on the battlefields for a longer period than historically:

29. refine_tercios_mission.png

Note: Again, numbers are provisional, and might be changed.

This fits for us with the expanded Conquest missions of the tree:

30. rein_france_mission.png

‘Rein in France’ can be completed either by defeating or by allying with France, giving permanent Power Projection as a modifier.

31. Spanish Road.jpg

32. spanish_netherlands_mission.png

‘The Spanish Road’ aims to connect your dominions in Italy with the rich (and maybe cursed) Netherlands, which will now grant a big reward if completed.

33. Italy and Austria.jpg

34. fecho_imperio_mission.png

We have also reworked a bit the ‘Austrian branch’ flow and links and added a stronger reward for completing it (again, numbers are not final).

35. universal_monarchy_prerequisites2_mission.png

36. universal_monarchy_mission.png

If you manage to complete all the different branches of Conquest & Government, you will unlock a ‘finishing mission’ for Spain, giving a reward to your now Universal Empire.

OK, now we’re done with the Hegemonic Ambitions of Spain, so let’s move to the lower part of its mission tree, devoted to Trade & Colonization. The first redesign we made covers the commercial expansion and the new maritime routes that were established at the Age of Discovery. By completing it you will get some nice commercial bonuses, but most importantly, you will unlock two new types of ships:

37. Screenshot 2023-02-20 144559.jpg

38. reales_atarazanas.png

Here you have a new feature that we are adding to the upcoming DLC: Naval Special Units! A few countries will get them, on top of the 3 new special units that we have already presented (Samurai, Musketeers, and Tercios). And these are the Caravels and Galleons that are mentioned here:

39. caravel_ship_stats.png

40. galleon_ship_stats.png

After completing the ‘Reales Atarazanas’ mission, you will be able to recruit as much as 10% of your Naval Force Limit as this type of special ship (again, numbers are provisional).

This will help you with the Exploration branch, which we have not touched much, as it was already quite well developed. As you may have noticed, we have redesigned a bit the position and flow of the different missions, added a few different triggers and rewards here and there, and made a final mission after finishing the conquest of both México and Perú:

41. silver_trade.png

Here I’ve got to say that we have not added more content to the Colonial Nations and America. To be honest with you, it’s in our backlog, but it fell outside of the scope of the upcoming DLC, so this will have to wait for a future moment. What we are adding, on the other hand, is more types of Holy Orders, which will be part of the free update for the Golden Century DLC owners, and which will be the following ones (this list includes the 3 older ones, Jesuits, Dominicans, and Franciscans):

Monastic Orders (ADM)
  • Benedictines
    • -1 Local Unrest
    • +10% Trade Goods Size Modifier
  • Carthusians
    • -10% Local Construction Cost
    • -10% Local State Maintenance Modifier
  • Hieronymites
    • +10% Local Tax Modifier
    • -10% Local Governing Cost
  • Jesuits
    • +1% Local Missionary Strength
    • +10% Local Production Efficiency
Mendicant Orders (DIP)
  • Augustinians
    • +1 Institution Growth
    • -10% Local Missionary Maintenance Cost
  • Carmelites
    • +20% Local Religious Conversion Resistance
    • +20% Local Religious Unity Contribution
  • Dominicans
    • +1.5% Local Missionary Strength
    • +10% Local Institution Spread
  • Franciscans
    • -1 Local Unrest
    • -0.05 Monthly Devastation

Military Orders (MIL)
  • Order of Calatrava (CAS/NAV)
    • +10% Local Defensiveness
  • Order of Avis (POR)
    • +25% Local Sailors
  • Order of Montesa (ARA)
    • +25% Local Garrison Size
  • Order of Alcántara (LEO/AST)
    • -10% Local Fort Maintenance Modifier
    • -25% Local Construction Time
  • Order of Santiago
    • +5% Local Manpower
  • Order of San Juan
    • Blocks Slave Raids
    • -0.25 Local Monthly Devastation
42. Holy Orders tease.png

A sneak peek of the new WIP art of the Holy Orders!​

Let’s now move to Aragon! This country has received an update over its former mission tree, aiming at improving its game flow, but also to make it work with the Spanish one:

43. ARAtree.png

First and foremost, the mission ‘Intervene in Castile’ is new, giving the player different options for completing it:

44. Screenshot 2023-02-20 151600.jpg

45. intervene_in_castile_aragon.png

But to achieve dominance over Iberia, you will have to tackle first your internal problems, mainly the inflight between the Remença Peasants and the Catalan Nobility that was ongoing in the middle of the 15th century. You will have to wait for the ‘Sindicat Remença’ event to trigger, which has been reworked, giving an extra option that leads to turning Aragon into a Peasant Republic:

46. sindicat_remenca_event_peasant_option_aragon.png

This will open up the option of resolving ‘The War of the Remences’ mission, which will also allow you to deal with the Catalan Nobility, with different starting conditions depending on what you picked in the ‘Sindicat Remença’ event:

47. Screenshot 2023-02-20 152324.jpg

48. Screenshot 2023-02-20 152359.jpg

Afterward, you will be able to focus on the Conquest and Expansion branches of the mission tree:

49. Screenshot 2023-02-20 152611.jpg


‘Crowns of Iberia’ will give you the ‘Hegemon of Iberia’ modifier until the end of the game.
50. crowns_of_iberia_mission_aragon.png


‘Consulate of the Sea’ mission and event have been reworked, opening up a new government reform:
49. consulate_sea_mission_aragon.png

50. consulate_sea_event_aragon.png


‘Mediterranean Ambitions’ now unlock the expansion into the Eastern Mediterranean:
53.med_ambitions_aragon_mission.png


Some of the reworked rewards of the mission tree:
54. combat_barbary_piracy_mission_aragon.png

55. occupy_alexandria_mission_ara.png

56. industrial_districts_mission_aragon.png

57. golden_century_mission_aragon.png

And, finally, if you manage to form Spain as Aragon, what will happen is that you will keep the Aragonese mission tree, AND you will get the Trade & Colonization branch on the lower half, making for a different mission tree than that of a ‘Castilian’ Spain:

58. ARASPAtree.png

Finally, we made a limited rework to the Spanish Ideas, to make it work a bit better with all the other content:

  • Buffed Spanish Naval Doctrine
    • Move the 'A Spanish Armada' Idea modifiers to the Naval Doctrine
  • Ideas
    • Changed 'Devout Catholicism' name to 'Devout Christianism'
      • Added Church Power and Fervor in case of being Protestant or Reformed
    • 'Treasure Fleet' replaced by the Castilian Idea 'School of Salamanca'
      • Added +10% Reform Progress Growth (also to Castilian Idea)
    • 'A Spanish Armada' now gets:
      • +25% Naval Force Limit modifier from Treasure Fleet
      • +25% Available Marines
    • Changed 'Rein in the Cortes'
      • -5 Reduced Absolutism from Privileges
    • New Idea order:
      • Devout Christianism
      • Inter Caetera
      • School of Salamanca
      • A Spanish Armada
      • Casa de Contratación
      • Siglo de Oro
      • Rein in the Cortes

60. SPA_ideas_script.png
59. SPA_ideas_game.png


And speaking of the Spanish ideas, we are currently having a debate in the team about what to do with the Artillery Fire modifier, if to keep them as they are in the different idea sets, or replace them with something else. On this topic, we would like to hear out the opinion of the community, as this might be somewhat of a controversial issue (so, please, be civic while debating it!)

And what about the other Iberian countries? We have also added new content for Portugal and Navarra! But we are going to talk about that in a couple of weeks, along with other countries which were not considered to be part of the ‘core’ of the upcoming DLC; but trust me, we’re not diminishing Portugal’s role in the Early Modern Age! In fact, this is also a good opportunity to share with us which tweaks you would want to see, as we’re right now polishing that new content. What I can show now is a sneak peek of something that the Portuguese players have been asking for a while, and that we have changed for good:

61. Screenshot 2023-02-20 155043.jpg

A wild Blue Portugal appeared! So many fado vibes <3

That’s all for today! I’ll be spending some time this week on the forums, reviewing all the feedback from this DD, and also of the previous one, so please leave your comments and thoughts on the new content! And next week, @Ogele will be showing the content for Great Britain!

62. Comic.png
 

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That is not our intention, but it is obvious that when working to renew the content of some countries, we have to go over older DLCs content, as we the devs try to think of the game as a whole. In fact, we're adding more content to half a dozen older DLCs, plus all the additions and changes we are making to the base game for the 1.35 update, to reward our player base. And if the time comes to 'free' some other game mechanics, as we think it's good for the base game, we will do that, of course.
This is just a suggestion: But I think you should reconsider for future games (is to late for eu4) the "strategy/logic" you use when choosing the theme of a new DLC. Right now, you choose an area and make content about that area. This causes that area to have a lot of overpower modifiers and mechanics that don’t apply to the others countries and the difference keeps increasing with every DLC. Other problem is what is happen with the newest DLC like lion of the north where the DLC it self only added mission trees, events, ect but no new mechanic, so in reality it was all staff that even a modder could technically do, this mean you are competing to do better content than what the community could do with mods, this is a lost fight, In HOI4 there is a mod "the road to 56" that do better job adding focus trees to the country than some of the DLC the HOI4 dev team has done.

Now how I think this could be solve, instead of focusing the DLC about an area why don’t you do DLC about a Mechanic or "event" that involves a lot of countries for example you created mission trees, you could add focus tress to all the mayors and in a second DLC shorter missions for all the minors, or a DLC about the revolutions this will include all countries in Europe and events and mechanics related, a DLC about government reforms this will add some exclusive reforms for the mayors and some generics, maybe a second DLC for the minors countries and more generics reforms. and in this way with all the new content.

In conclusion this proposed "strategy" for DLC should help to avoid the problems mentioned before.
 
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I agree with the second, the first no because the Order of Christ tecnically were the Templars 2.0, so again a military bonus if they appeared in the game.
Order of Christ giving 25% plus sailors would be in line with the fact that Henry the Navigator was the Grand Master of the Order, and used the Order funds to equip and finance expeditions. Hence why the ships had the Order Flag.
f8741342d8590db43d7e391ffd68d8c1--model-ships-sailing-ships.jpg


Their function during the age of discovery was not like the Order of Malta for example, or the same it had been during reconquista.

I do love all the new options for holy orders! Especially the WIP art. Now we got so many options that will probably find myself questioning which one I should use. Still I do have to question any changes to how you establish holy orders? There's a lot of options but you can only ever use one pur state. Limiting their uses. Not just that you need to own the entire state for them to work and apply. That limits their use a lot, for example (I know it wasn't added but) the portguese order of christ, I can't add it to madeira. Because I dont own the entire state... a better example is Portugal taking key trade ports around the world. Jesuits had a good presense in japan, so naturally when I own nagasaki for larp reasons will want to establish the jesuits there. But i can't, because I dont own the entire state.
It would be lovely if you could establish holy orders even if you dont own the entire state, it would make the holy orders have a bigger impact in game and make them more flexible to use. You are still encouraged to use them when you own the entire state (since it gives +1 dev to all provinces).

This please!
 
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Order of Christ giving 25% plus sailors would be in line with the fact that Henry the Navigator was the Grand Master of the Order, and used the Order funds to equip and finance expeditions. Hence why the ships had the Order Flag.
View attachment 949555

Tecnically we are both correct, the Order of Christ appeared when Portugal was still conquered land to the mourish in the south but they became most famous in the Age of Discovery.

EDIT: Actually no, Algarve was conquered in the reign of Dinis father, my mistake.
 
Tecnically we are both correct, the Order of Christ appeared when Portugal was still conquered land to the mourish in the south but they became most famous in the Age of Discovery
Yes you are not wrong. But by the age of discovery the Order was under the command of the royal family. Like Avis and the Portuguese branch of Santiago.
They were not an autonomous entity like the Templars of old or the Knights of Malta. So if Templars appeared on a random new world run, it would be a different faction than what the Order of Christ represents and does by the 15th/16th century.
 
I really liked this dev diary, which even with the strong bonuses to Castile, Aragon and Spain looks less crazy than the last one about France.

I'd like to request one thing though: could you please give access to Holy Order to non Iberian Catholics? They were present in all Catholic nations and makes little sense as an exclusive feature.

What we are adding, on the other hand, is more types of Holy Orders, which will be part of the free update for the​

Golden Century


DLC owners, and which will be the following ones (this list includes the 3 older ones, Jesuits, Dominicans, and Franciscans):​

Monastic Orders (ADM)
  • Benedictines
    • -1 Local Unrest
    • +10% Trade Goods Size Modifier
  • Carthusians
    • -10% Local Construction Cost
    • -10% Local State Maintenance Modifier
  • Hieronymites
    • +10% Local Tax Modifier
    • -10% Local Governing Cost
  • Jesuits
    • +1% Local Missionary Strength
    • +10% Local Production Efficiency
Mendicant Orders (DIP)
  • Augustinians
    • +1 Institution Growth
    • -10% Local Missionary Maintenance Cost
  • Carmelites
    • +20% Local Religious Conversion Resistance
    • +20% Local Religious Unity Contribution
  • Dominicans
    • +1.5% Local Missionary Strength
    • +10% Local Institution Spread
  • Franciscans
    • -1 Local Unrest
    • -0.05 Monthly Devastation

Military Orders (MIL)
  • Order of Calatrava (CAS/NAV)
    • +10% Local Defensiveness
  • Order of Avis (POR)
    • +25% Local Sailors
  • Order of Montesa (ARA)
    • +25% Local Garrison Size
  • Order of Alcántara (LEO/AST)
    • -10% Local Fort Maintenance Modifier
    • -25% Local Construction Time
  • Order of Santiago
    • +5% Local Manpower
  • Order of San Juan
    • Blocks Slave Raids
    • -0.25 Local Monthly Devastation

However the new Military Orders are unfortunately all Iberian based, so I assume the other countries will be excluded again.
 
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And what about the other Iberian countries? We have also added new content for Portugal and Navarra! But we are going to talk about that in a couple of weeks, along with other countries which were not considered to be part of the ‘core’ of the upcoming DLC; but trust me, we’re not diminishing Portugal’s role in the Early Modern Age! In fact, this is also a good opportunity to share with us which tweaks you would want to see, as we’re right now polishing that new content. What I can show now is a sneak peek of something that the Portuguese players have been asking for a while, and that we have changed for good:
well for any Portugal further development and flavour there should be an event/mission path to get PUs over Castille/Aragorn/Spain, and England. Also somesort of mission/event to improve relashions with Burgundy, as if Im not mistaken Burgundy starts with a "de Avis" consort. Also Portugal should have somesort of formable nation "Iberia" which would contain a mix of all iberian nations ideas. just my 2 cents on this topic.
 
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Reading the comments it seems that everyone agrees that Spain is strong. For me the reality is that, for example, national ideas are quite bad (compare them for example with Scandinavia). There are apparently no new mechanics for colonization, like getting the Aztec or Inca empire with just one (historical) war. I see a clear disadvantage in mechanics, flavor, events and others compared to France especially and the rest of the majors. Let us remember that the main actors of this time are Spain, Great Britain, France, Austria and the Ottomans. Let's not forget Portugal, which historically speaking in the 15th and 16th centuries has a weight a thousand times more important than Denmark can have, but in the game well... we see who appears with the biggest bonuses.
I don't know, It seems that the countries of southern Europe are always behind.
 
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With Britain coming up next week - I think there is a great opportunity to distinguish the historical British path i.e. losing the hundred years war and so pivoting to a role of trying to balance the powers in europe - and the alt-history path of an 'angevin empire' which would probably see the new country playing a heavy military role in europe like France and the Hapsburgs did.

There are a few key things to address imo - the first one is coming up with a way to lose your cores to France gracefully so that the historical path is actually an attractive option to play - I'd say a special revanchism event after losing the surrender of maine war that gives you a bit of development and other boosts might be good but also making English/British ideas of colonialism and navy largely dependent on taking that path. New players should not be put off by this basically.

On the other hand, winning the 100 years war and PUing France is basically a 'win the game after one war' situation - in this case, the player needs some serious challenges to keep it interesting (and it's usually experienced players who will get that far) - e.g. Austria-Castile should probably ally each other and rival england by event to keep the balance of power and there should be masses of pretender rebel events supported by other great powers. I guess the player would have a choice of trying to pacify neighbours - e.g. renouncing further expansion into europe for some period or the ruler would style themselves as the successor of Charlemagne and challenge the HRE - so a mechanic which is a bit horde-like in that if you're constantly expanding, you get buffs but if you're at peace for too long, your country falls apart could be entertaining (until you e.g. form rome). Anyhow, if you can come up with something that doesn't make it 'game over' at that point it would be great.

The final thing is that the popular path is probably the least historically plausible - that is hanging on to european lands and gradually expanding into France (e.g. releasing gascony and reconquesting). I think this is a bit too easy to do atm - maybe gascony and normandy can only be released together and as PUs or marches rather than vassals? or releasing them requires renouncing the claim to the throne on France? I'm not really sure - but it would be nice if this approach had slightly more down-sides as it;s the most bland/safe style of play. Actually, maybe simply not being able to form the Angevin empire is enough.
 
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See, before this point I think special units represented some kind of unusual method or style of conscription. Janissaries were slave soldiers, streltsy kinda had their own social stratum, cossacks and rajputs represented "estates" as well as the military, cawas were landholders, that kind of thing. Samurai absolutely work in that model, but I'm not so sure about the musketeers and tercios. I guess french musketeers did have to be nobility, but I'm pretty sure tercios were just a style of formation.
The musketeers were a little group of special unit to protect the king. But what they did is the total opposite, they didn't make them as strong as the other special units they said, but you can recruit more of them. While in reality they were what, a hundred even less depending of the period.

Tbh it's just fine to me if they remove musketeers and some others nonsense special units and instead bring back the 20% morales from élan
 
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I think one of the biggest changes that could be made would be a rework of Tordesillas. Spain and Portugal could have an event where Spain gets the colonization bonuses for the New World (except Brazil) and Portugal gets claims and some colonization bonuses in Africa, India, and the Middle East. Maybe those bonuses could last 100-150 years, so the other countries could get involved without the Tordesillas penalties lasting till the end of the game. That way, Spain and Portugal can't colonize the entire New World together and essentially take over the whole continents by 1600.
 
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The musketeers were a little group of special unit to protect the king. But what they did is the total opposite, they didn't make them as strong as the other special units they said, but you can recruit more of them. While in reality they were what, a hundred even less depending of the period.

Tbh it's just fine to me if they remove musketeers and some others nonsense special units and instead bring back the 20% morales from élan
Imo they should do musketeers of the guard very powerful but at the same time very limited, similar to what they did with winged hussars for Poland where you can have 1 regiment per 100 development in accepted cultures. Or at least add special nobility privileges that buff them somehow
 
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Imo they should do musketeers of the guard very powerful but at the same time very limited, similar to what they did with winged hussars for Poland where you can have 1 regiment per 100 development in accepted cultures. Or at least add special nobility privileges that buff them somehow
Ideally yes, but I prefer a return of my beloved 20% morale instead , if we must sacrifice one thing for another
 
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Ideally yes, but I prefer a return of my beloved 20% morale instead , if we must sacrifice one thing for another
Returning to 20% morale is not a big deal considering fact that now it's 15% morale and +0.5 army tradition that is unlocked as 1st idea instead of 2nd, that will let you unlock it few years earlier. Instead of that making musketeers have something like +0.5 fire damage and -20% morale damage received might be better and unique (i think that there is no other modifier for +0.5 infantry fire in game) if they will be avaible in a lot smaller numbers
 
On goes the power creep...
 
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That's good to hear. It's a shame this approach wasn't used from the start.



This seems very similiar to what government reform progress already represents. I would say either tie it to already existing government reform progress or make it more focussed on Spain's colonial subjects rather than factors directly influenced by the overlord country.



Is their forcelimit scaled on your regular forcelimit? Or something else? If it's regular forcelimit, this seems too strong, and maintaining high army tradition is easy, especially while at war. I would suggest emphasizing culture more in the forcelimit. It dosen't make sense that I can recruit 50% of my forcelimit as Spanish elite when for example 10% of my country is Iberian.



This needs to be harder if you want to apply these kinds of bonuses on top of the -30% shock damage. Army tradition has many sources and professionalism can be gained by spamming generals, and if tercios are tied to regular forcelimit then having 60 of them is no issue.


I don't really like these permanent power projection rewards. But that's mostly because the mechanic itself just feels stale. This +25 means I can just sit at +100 projection quicker than normal and do nothing for the rest of the game to maintain the bonuses, apart from the odd insult rival.



Just by looking at this I can tell that the triggers are too gamey for the AI to ever pull off, so I don't think its fair to lock them out of these "big rewards" you're giving to the player.



This kind of feature should probably be added to Golden Century instead, considering they're very similar to the flagships you added there.



Giving +1 goods produced in every gold mine for the rest of the game is too strong, tbh. This would fit nicer as a temporary reward, or 0.5 for the end of the game instead.



On another note to what I said above about the Tercios, I think it would be much more interesting to tie them in a way to the holy orders instead, so that these orders feel more engrained into the countries. (Culture + Holy Orders, maybe religion)



Okay, quite frankly I believe it's ridiculous to give Aragon the ability to raid coasts as a reward for "combating the babary pirates". It would make much more sense to give them a bonus that prevents their coasts being raided instead. We don't need Aragon on top of the Berbers raiding coasts, thats just seriously cursed.



Spain already had very strong ideas, I don't think they needed to be buffed and changed around anymore.



I would have actually liked Spain to get special artillery units with the modifier instead of the Tercios, so that not all their artillery was receiving the bonuses. That, or the artillery fire needs to be halfed to 0.5. Someone on the reddit forum made a thread comparing the Artillery Fire bonus to discipline in terms of casualties dealt. TL;DR, it was comparable to around 15% discipline at tech 7, while slowly fading down in the very late game. link to the thread here



I kind of preferred green portugal, ngl, even if it wasn't historical.
Aragon will be able to raid coasts 2 times and then lose that ability. It’s a mechanic that has a 10 year CD and the modifier they get lasts 20 years
 
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With Britain coming up next week - I think there is a great opportunity to distinguish the historical British path i.e. losing the hundred years war and so pivoting to a role of trying to balance the powers in europe - and the alt-history path of an 'angevin empire' which would probably see the new country playing a heavy military role in europe like France and the Hapsburgs did.

There are a few key things to address imo - the first one is coming up with a way to lose your cores to France gracefully so that the historical path is actually an attractive option to play - I'd say a special revanchism event after losing the surrender of maine war that gives you a bit of development and other boosts might be good but also making English/British ideas of colonialism and navy largely dependent on taking that path. New players should not be put off by this basically.

On the other hand, winning the 100 years war and PUing France is basically a 'win the game after one war' situation - in this case, the player needs some serious challenges to keep it interesting (and it's usually experienced players who will get that far) - e.g. Austria-Castile should probably ally each other and rival england by event to keep the balance of power and there should be masses of pretender rebel events supported by other great powers. I guess the player would have a choice of trying to pacify neighbours - e.g. renouncing further expansion into europe for some period or the ruler would style themselves as the successor of Charlemagne and challenge the HRE - so a mechanic which is a bit horde-like in that if you're constantly expanding, you get buffs but if you're at peace for too long, your country falls apart could be entertaining (until you e.g. form rome). Anyhow, if you can come up with something that doesn't make it 'game over' at that point it would be great.

The final thing is that the popular path is probably the least historically plausible - that is hanging on to european lands and gradually expanding into France (e.g. releasing gascony and reconquesting). I think this is a bit too easy to do atm - maybe gascony and normandy can only be released together and as PUs or marches rather than vassals? or releasing them requires renouncing the claim to the throne on France? I'm not really sure - but it would be nice if this approach had slightly more down-sides as it;s the most bland/safe style of play. Actually, maybe simply not being able to form the Angevin empire is enough.
Very much this.
I enjoy the idea of giving England a strong "special revanchism" buff if they loose the 100YW, so there is an incentive for the player to lose the 100YW without it feeling like doing deliberate self-harm. There could also be something that forced the player to still fight France "like he means it" instead of just finding the most efficient way to cheese it. Perhaps there was a goal England would have to achieve in the war against France, perhaps a mission, that would incentivise this commitment.

Concerning the Angevin path, i believe they should make sure this isn't a "win the game in one war" situation, that would make it a very boring playthrough.
For example, technically speaking Aragon was the junior parter of Castile, but due to Castile's overwhelming power over Aragon (Eu4 makes Castille and Aragon seem almost equals, but in real life Castille had 6x Aragon's population and a much stronger economy), so Castile became de-facto the Senior Partner. A similar situation could very well happen to England if they simply "won the 100 years war", the gap between England and France (Which again, the game makes seem almost equal) was actually just as big between England and France.

The resulting "Angevin" union would have to deal with severe internal powers in order to make sure it remains "An Angevin Union" and not simply "France, and it's British Colonies". So maybe some sort of disaster for the Angevin Tag where you need to make sure the power remains in the Isles and doesn't drift to Paris by reducing the power imbalance, but reducing the power imbalance will naturally bring unrest to the mainland France and cause rebelions. If the Disaster fires, the Tag changes to France, or switches colour to the same French Blue, or switches the Primary culture to French, that should feel like a punishment for any player starting as England just as much as any penalty the disaster could give :))
Then, by the Age of Absolutism, the disaster ends.

While on today's topic, The same mechanic could be extended to an Iberian-version, if Aragon has Castille under a P.U, the disaster would start and Aragon would have to fight it out until the Age of Absolutism to form the Aragonese-Spain Tag, If the disaster fires, they form Normal/Castilian Spain instead.
This would sort of make Aragon the most accurate Tag to form Spain with, since the "Kingdom of Spain" was only actually formed in 1716, up until then it was still technically a Castilian P.U.

This same disaster could also apply to Portugal if they are later given an option to contest the Castilian Crown in the Castilian Succession War, like they historically did, but lost, (probably for their own good) and form a Portuguese-Spain.

This could also be a whole new mechanic for all unbalanced P.U's really, it could really neuter some really unbalanced powercreepy P.Us of late. But i guess just like the ottoman "decandence" or the Russian "serfdom", it's best to try it with just a couple of tags first.
 
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If you're not going to be overlooking smaller tags' roles, why not take a second pass at Inca/new worlders in general? Maybe resolve the weird discrepancy between gov reform progress and primitive religion reform progress?
 
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