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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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As someone who never plays Castile or Aragon, this honestly makes me really sad Portugal is getting so little. Oh well. Navarra was fun pre-port nerf. At least the Japanese, Chinese, and French updates will be fun!
 
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I like most of the additions, specially the tercios and the council mechanics, overall all the dev diaries for the next udpate/dlc look very good!
I miss some special missions regarding the pope like the french have, they seem to be uncontested regarding that and I liked the idea behind those misions a lot.

Regarding Portugal, those 50 colonizers in the first age splendor ability is crazy good because it lets them form colonial nations before anyone so I think it should be removed. In most of my games they get the caribbean almost instantly and later half of America which is not very historical.

They were more a country of explorers and traders than colonizers, at least early on and specially compared to the huge spanish american empire.

It may be late to propose things but how about a unique Portuguese outpost mechanic? Similar to the ones the trade republic have but with some additions to make them different and better, like being able to make them on uncolonised land, removing the trade malus for not being in the home node or increasing the steering power and local trade power/income. How about giving them a similar interaction as muslims and spread christianitzatin as long as their trade power surpasses a certain amount? Or perhaps make their trade outposts into centers of reformation that spread Catholicism at the cost of angering their neighbours.
 
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Great DD! Spain is shaping to be my first playthrough after the update. I really like how you integrated all the existing flavor for Spain into this one instead of reworking it from the ground up, as it was in a pretty good state already.

Just two points to add to the discussion:
  • A few people have talked about the switching the Spanish inquisition and Devout Christianism ideas of Spain and Castille. I can support that. I remember that I got a bit confused by it even in my very first playthrough. I also feel like the papal influence is more helpful in the early game, when you dont have alot of other sources for that, while in the mid to late game more missionaries are pretty helpful in mass converting your provinces. Besides, is there a country that is more suitable for crazy religious conversion modifiers? ;)
  • The other thing is, I feel like in the current version, colonization as spain tends to become a race for the Caribbean, as Portugal focuses mainly on that, rather than colonizing primarily in Brazil, as it has historically. And because of their starting position and colonization bonuses, they almost always get the Treaty of Tordesillas for the Caribbean in my playthroughs. Therefore fulfilling your missions in the Caribbean as Spain becomes quite difficult, especially if you want to keep the historical friendship alive. So it would be nice, if we could get some ai adjustments or mechanics to get a more historical colony distribution.
But anyway, thanks for the awesome work. Cant wait to play this DLC.
 
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As usual, I am heavily against buffs to already strong nations, especially GPs. But a question

-5 Reduced Absolutism from Privileges

Does this mean that privileges which would normally cost 10 absolutism now cost 5, and those that cost 5 are now free?

If so this is absolutely insane, 6 privileges for each of the 3 estates makes this worth 6x3x5 = +90 max absolutism. Potentially even more if the player is somehow getting other estates like Cossacks or Dhimmi. No one has problems reaching 100 absolutism nowadays so all max absolutism buys you is the ability to run more privileges, and this is an order of magnitude better than others at that. In SP that means a huge amount of extra buffs you can keep on while having max absolutism, and in MP where you normally don't care about absolutism this can add up to another +5% discipline from absolutism.
 
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Very nice DD. Just a little question concerning the "universal monarchy" mission. Why did it give imperial authority modifier While the conditions for the mission are to proclaim erbkaisertum ( then the imperial authority increase very quickly already) or to remove the HRE? Maybe there will be new ways to use it but otherwise it seems rather useless.
 
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I like the introduction of naval special units. :D

I am puzzled that The Spanish Dollar event, which refers to the importance of the Spanish dollar/ducat in the global economy, gives an inflation reduction. Spain's currency changes caused one of the most important inflationary episodes in history, known as the 'price revolution'. IIRC there's already an event that refers to the inflation caused by the silver influx, but Spain should not have this event that protects it from the problems it caused in the rest of Europe. What the Spanish dollar did give Spain was some advantage in trade negotiations, so the trade power boost is much more appropriate.

Also, a minor English usage point: "Devout Christianism" should be "Devout Christianity".
 
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I have one very important request. Please add a mission that allows Castille to colonize Tenerife early on the same way as the Danes can colonize Greenland/Eriksfjord.
9 out of 10 games Portugal colonizes Tenerife before AI Castille can even reach level 5 adm tech and looking at the map to me it's a graver sin than the bordergore the continental powers often commit, the Canaries belong under one banner.
 
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@Pavía
Can something be done about colonial nations overlapping and becoming enclaves in other colonial regions after wars? Maybe have colonial nations not be able to expand out of their colonial region and if they get new land in a new colonial region through a war then it automatically becomes a new colonial nation? This would help prevent having a Caribbean CN with provinces in the middle of Louisiana or isolated Mexican CN enclaves in Louisiana.

The same CN/region concept above could be applied to make South Africa a colonial region. If it expands outside of the region then the provinces are given to the overlord who can then turn them into a trade company province.
 
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One thing I didn't see was any way of slowing Spain and Portugal's incursions into North Africa - in recent patches they tend to comfortably stomp the Moroccans and ahistorically take control of tons of land there.

It occurred to me that it might be time to remove the crossing at the strait of gibraltar -

As a quickfix yes Please ! I mean , that strait isn't bridged yet in our modern world, (in comparison to ex "Lund – Sjælland" (Malmö-Köpenhamn) that have the öresunds-bridge since 2000).

But personaly I rather have all straits be inactivated untill you controll both sides of it.
So enemies can't cross any straits, but have to make an naval landing first. Then if they succeed with taking the strait, then the "sky bridge" is activated.

Also would like the old strait blocking mechanic back as default, and have the new one only IF there is a fort on either side.
Ship blocks crossing - fort prevents ship -
 
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Please change the starting fort locations for Portugal, the current setup is not efficient to fix devestations or protect against castille either.
Gameplay wise, to cover all Potuguese territory, you would need to build forts in the following provinces:

- Lisboa (capital fort);
- Braganza (hills terrain gives +10% local defensiveness);
- Algarve;
- Evora.

Also, changing several provinces into a certain Trade Good (giving +15% local defensiveness) would definitely improve the situation.
Maybe a grain of Salt would help:

Also, if Aveiro changes to Salt, it will cover all Northern Portugal area with +15% local defensiveness instead of +10% from Hills in Braganza, but it's a matter of personal taste, I guess.
 
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So Castille / Spain will have another buff to settler's chance. Numerous times it was said that colonization is to quick and you add up bonuses to be even quicker. Today, without player intervention to destroy Portugal or Spain early, all America is colonized by 1650. What's next, full Brazil in 1550 ?
 
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I have one very important request. Please add a mission that allows Castille to colonize Tenerife early on the same way as the Danes can colonize Greenland/Eriksfjord.
9 out of 10 games Portugal colonizes Tenerife before AI Castille can even reach level 5 adm tech and looking at the map to me it's a graver sin than the bordergore the continental powers often commit, the Canaries belong under one banner.
They should implement the Treaty of Alcáçovas event.

The Treaty of Alcáçovas was the preamble to Tordesilhas. It divided the unknown world not in West-East but North-South, in a line between the Canaries and Cape Verde.

This should make Castile get a Tordesilhas-style claim on the Canaries and Portugal on Arguim and Cape Verde. Or maybe straight up spawn a colony in the Canaries and a Portuguese one in Cape Verde.
 
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They should implement the Treaty of Alcáçovas event.

The Treaty of Alcáçovas was the preamble to Tordesilhas. It divided the unknown world not in West-East but North-South, in a line between the Canaries and Cape Verde.

This should make Castile get a Tordesilhas-style claim on the Canaries and Portugal on Arguim and Cape Verde. Or maybe straight up spawn a colony in the Canaries and a Portuguese one in Cape Verde.
Yeah, with a possibility to say "No" and clash for these lands, but AI will have 90% variance to click "Yes" button.
 
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