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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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When are we going to able to switch color of country?

The Spain is
very much luminescent. It is actually blinding
in the long run hence just because of this I may not and will not prefer to play it.

Is it actually too hard to implement this option to the game?


Note: I am not programmer so I am not able to do it myself.
You don't need to be a programmer to do it. It's basic modding. If you want to know how to do it dm I can explain it to you it should be even Ironman combatibile :)
 
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They were superpower mainly because of their colonies
That's kind of the problem innit?
I have never seen G.B conquering all of India in a playthrough, unlike they did irl (best i saw was France conquering half of it).

I'm not saying G.B should always do it, afterall it was kind of bizzare lucky move that they did it irl, but even if they don't at least they should reliably dominate Indonesia (which to be fair, they often do).
 
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What about culture converting in new world? ai seems to not converting at all, so you cant simply put holy orders, it also breaks the immersion when in 1800s are full nahuatl aztec and mayan mexico and totemist ''culture gore'' north america
 
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What about culture converting in new world? ai seems to not converting at all, so you cant simply put holy orders, it also breaks the immersion when in 1800s are full nahuatl aztec and mayan mexico and totemist ''culture gore'' north america
I'm not sure even by 2023 the culture conversion has completed...one of the challenges we face at the food pantry is many of our recent arrivals from Mexico and Guatemala don't speak Spanish. Having the countryside convert religiously, but not culturally, seems quite period-appropriate.
 
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When are we going to able to switch color of country?

The Spain is
very much luminescent. It is actually blinding
in the long run hence just because of this I may not and will not prefer to play it.

Is it actually too hard to implement this option to the game?


Note: I am not programmer so I am not able to do it myself.
Good idea

i'd like to see custom names upon reaching empire level aswell a la CK2

Same tag, same mission tree and ideas just different name. Purely cosmetic

Since its already possible upon creating a client state and colonial nation it shouldnt be too hard to implement
 
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What about culture converting in new world? ai seems to not converting at all, so you cant simply put holy orders, it also breaks the immersion when in 1800s are full nahuatl aztec and mayan mexico and totemist ''culture gore'' north america
Maybe EU IV should introduce something similar to how cultures work in CK3?
I mean it's borderline unrealistic for CK, but it would be actually pretty good fit for EU and it would make colonised Mexico as England and colonised Mexico as Spain something completely different :)
 
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Maybe EU IV should introduce something similar to how cultures work in CK3?
I mean it's borderline unrealistic for CK, but it would be actually pretty good fit for EU and it would make colonised Mexico as England and colonised Mexico as Spain something completely different :)
It should belong to a dynamic culture group.
Mexican would spawn in Mexico, regardless of the colonizer's culture, however, if it is colonised by the English it would become part of the British culture group, if by the French, then on the French culture group.

Some places could have dynamic names too, like French in Canada becoming Quebecois
 
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It should belong to a dynamic culture group.
Mexican would spawn in Mexico, regardless of the colonizer's culture, however, if it is colonised by the English it would become part of the British culture group, if by the French, then on the French culture group.

Some places could have dynamic names too, like French in Canada becoming Quebecois
That's also a good idea. I think they can definietely do it. There are mechanics like that in the game already
 
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It should belong to a dynamic culture group.
Mexican would spawn in Mexico, regardless of the colonizer's culture, however, if it is colonised by the English it would become part of the British culture group, if by the French, then on the French culture group.

Some places could have dynamic names too, like French in Canada becoming Quebecois
its weird when mexico remains castillian but canada become mexican
 
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its weird when mexico remains castillian but canada become mexican
It makes no sense for Mexican to be anywhere other than Mexico.

Mexican doesn't mean "Spanish speaking in America" it is actually a local endonym from Náhuatl, so it really should only spawn in Mexico, regardless of who colonizes it.
"American" on the other hand could indeed have spawned anywhere the British colonized since it fits all of the American continent.
 
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I have never seen G.B conquering all of India in a playthrough, unlike they did irl (best i saw was France conquering half of it).
EU4 doesn't have the mechanics necessary to replicate the Bengal War, and neither players nor AI are weak enough for it to happen in that portion of the game. The only option left is drowning the country in marines and mercenaries.
 
One question i have @Pavía , will you be adding new missions for Granada/Andalucia as well? Reason, with all the new modifiers Aragon and Castille are geting it would almost be imposible to counter them. Also since new Holy Orders are coming for Catholic Iberians what about Muslim Iberians?

And lastly one suggestion for Jerusalem/Crusader states. Would it be possible to add Holly Orders for them or at least if Jerusalem is formed?

Can at the very least they also get additional holy orders? Would feel weird if the christians can choose between 10+ of them, while the muslims still have only the 3.

I also think that some more holy orders for muslim iberians would be great. But even more important would be the following addition to the existing muslim holy orders, typically only used by Andalusia:

trigger = {
culture_group = iberian
religion_group = muslim
}


I was unpleasantly surprised when I lost access to holy orders after changing my primary culture from Andalusian to Mexican, as a former colonial nation in NA. I would really enjoy this feature if made accessible to all (muslim) Iberians, or at least for Mexican, Brazilian etc.

Also thanks for the dev diaries! I'm always excited to hear the news about the new DLC which sounds pretty awesome so far.
 
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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!)

Artillery Fire is like the one reason to pick the otherwise average Spanish idea set.
 
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I also think that some more holy orders for muslim iberians would be great. But even more important would be the following addition to the existing muslim holy orders, typically only used by Andalusia:

trigger = {
culture_group = iberian
religion_group = muslim
}


I was unpleasantly surprised when I lost access to holy orders after changing my primary culture from Andalusian to Mexican, as a former colonial nation in NA. I would really enjoy this feature if made accessible to all (muslim) Iberians, or at least for Mexican, Brazilian etc.

Also thanks for the dev diaries! I'm always excited to hear the news about the new DLC which sounds pretty awesome so far.

While we are at it, I'd like Muslim Holy Orders enabled at least to Maghrebi culture group too, since Golden Century focused on Maghreb, and maybe others according to their description.
 
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Imho the culture coversion on colonies should be a must in this update.

Also the colonization missions' rewards should be changed.
I'd be more interested in an ability to destroy buildings in my subjects (subject to a loyalty hit if not replaced immediately with something of equal or greater cost.)
 
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Artillery Fire is like the one reason to pick the otherwise average Spanish idea set.
+15% Morale and +5 Discipline is average
Only Prussia and Poland have better modifiers than this, France used to too, but got reworked last DD.

Naval-wise it's decent, could be better tbh, it doesnt come close to Britain, Norway or Denmark and up untill Trafalgar it was arguably on pair with Britain, but it's above average nevertheless.
This is why i believe they should replace the +1 Artillery fire to an exclusively naval bonus, yes they were competent on land too but they are already top 3, and even without the +1 Fire they remain a solid top 5, expecially considering they also get very strong (possibly the strongest so far) unique units and +25% land morale rewards for easy peasy missons in their tree.

+1 Diplo policy is a nice versatile idea, it essentially allows you to "pick your own idea" from the diplo policy list.

Colonially it's the undisputed best (as it should ofc)
 
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Green suits better only for republican period, or Estado Novo, like in HOI series.

Blue is much better for monarchy.

I may agree that the metallic-blue tint may not be the best choice (I prefer Dahomey's colour personally), but green isn't suitable for the era, where Portugal is monarchy. Especially seeing that historical Portugal's troops colour is blue, and devs made it already before changing the country's colour.

Sure, you may become a republic (even a revolutionary one) by choice, but, unlike HOI4, your colour wouldn't change - for good or ill.

P.S. What's the basis for Red Portugal though?

Green is suited for Republican Portugal, but it should be used for this time too, because what the House of Avis added was green to the existing coat of arms. The order of Avis itself has a big Green Cross as its coat of arms.

Blue was only used, as I stated, during absolutism/past spanish reign. You will not be seeing the half blue - half white flag until later on, during Victoria III's timeframe, 1830 more exactly. Only in there, would it make sense to have a blue Portugal.

Even in the 1640's war for independence, troops widely used a flag with green background and a red/white cross on top of it.

You can check for yourself in Wiki. Not the best article, but it gives an idea. I wouldn't really like to see red for Portugal, but since the cross of St George and the cross of the order of Christ are red (and this last one was used widely across navies and armies), it would make more sense than Blue, honestly. That or white. Blue would look good probably, but thats that.

Seriously? Spain (Hispania) was the name for all of Iberia since Roman times, and many Visigoth kings styled themselves Kings of Hispania. All Iberian monarchies prior to the formation of the polity of Spain were Spanish. What the Spanish (erstwhile Castillian) monarchs did was appropriate a term that meant all of Iberia for their own realm, which I believe the Portuguese monarchy complained about.

In an alt-history scenario where Portugal unites Iberia, the word Spain wouldn't have its OTL modern political meanings, and I'm sure they would use it for their new greater kingdom.

Only the Castilian Kings (during this time at least, and in the example we are speaking of) actually claimed to be the direct heirs of the Visigothic Kingdom. The Portuguese never had such pretension. The Portuguese King did, and had in fact, more legitimate claims to the Castilian throne than the pretender ruling it (more than once), but that was that. We never wanted to claim/conquer Aragon or land owned by Navarra.

Almost all of Portugal (and good part of Galicia) was actually settled by the Suebi back then, so all of the Visigothic non-sense ruling other Iberian realms never actually occured in here. And I will repeat what I said in another example: If Poland conquered Russia, Poland wouldn't want to form Russia, since the Polish would be the clear superiors of the slavic family. Russia is composed of Muscovites and others, just like in the Iberian/Spanish case (Castilians, Catalans, etc). Portugal wouldn't want to form Spain, just like Poland would have no urge to form Russia. It is a non sense to even hear these things in an alt-history scenario, because of the grudges always involved and the rivalries between peoples. Not to mention, differences, that evolved and kept existing across ages. Or the simple loss of power involved in many cases, since you would have to elevate others as your equals for instance.

The times of unity were actually few, and usually, turbulent, and there was always a clear distinction between other Celt-Iberian/Iberian peoples and the Lusitanian, if we want to go as far as possible. I mean, even back on the pre-roman times, the barbarians of (almost) all of Spain were pretty identical, except for the Lusitanian, which were the last to be conquered and used weapons / armour / tactics (and lived differently, culturally and even religiously) than others on the peninsula. The Suebi were also pretty different than the Visigoths, and so the Portuguese continued the tradition of being different and unique on this peninsula.

Would Poland form Russia if it conquered/united all of the people's of Russia? I say Poland because Poland belongs to the big Slavic family, but I could go state the same for Serbia and others. The answer is pretty obvious to me. Portugal is in the same position. Novgorod (Novgorodian?) and others (East Slavic group) can form Russia, but Poland/Serbia cannot, despite all of them being Slavic. The difference between these peoples (West and East Slavic) are/were huge, despite all of them being Slavic. Paradox cannot understand that the same difference existed between Portugal and the other people's of Iberia.

The only ones that were somewhat related to the Portuguese, were the Galicians, because we were tied in the close past in more than one ocasion and in many regards, but the Galician similarities/identity were largely destroyed by the Castilians later on because that was usually a source of weakness in their realm that the Portuguese usually used very well against their enemies. The Galicians themselves hated their Castilian overlords more than loved them, and that usually spoke for itself.

We can try to be historically accurate, or try to be historically accurate, or we can go into the realms of fantasy and try to believe everyone on the Peninsula were just "hermanos" (brothers). That is a modern fantasy, that only truly works for politicians when they want to gain something from it. Russians only saw their slavic breathren as "brothers" when they wanted to impose their own Russian law-sovereignty over them, and not to create a new Slavic order on the world. Similarly, the Portuguese would never want to create an Hispanian/Spanish new order by creating Spain in an alt-history scenario. Castilians did "create (modern/in-game) Spain", because they wanted to gain legitimacy from that idea, just like the Muscovites "created modern/in-game Russia". I mean, both notions existed before either Castilians or Muscovites decided to gain something from it, and both results are different ideas than what they were originally.
 
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+15% Morale and +5 Discipline is average
Only Prussia and Poland have better modifiers than this, France used to too, but got reworked last DD.

Those two statements don't really equate. More specifically, +15% morale is NOT average, in fact it is very good, especially having it from the start of the game while most nations have no morale boost at all. The +5% discipline is standard for most of the stronger nations (with the notable exception of Muscovy/Russia whose military ideas are and always have been lacking),
 
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