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Europa Universalis IV - Development Diary 24th of January 2023

Merhaba ve hoşgeldin!

I am excited to showcase the new content for the Ottomans. But before we get to that, I want to comment on some lessons we have learned from the development process of Lions of the North, even if we are quite happy with the final result and its release state:
  • Branching missions are like seasoning: a few of them can add some interesting paths to your country. Too much and they ruin the mission tree as they are clunky to use, generate walls of text and are in general not pretty to look at.
    They are also prone to script-related bugs and are too painful to maintain. Because of that, we will not have any case akin to the Teutonic Order in the future where half of the mission tree is covered in branching missions.
  • Customizable government reforms like the ones of Livonia were a fun experiment, but from a script perspective a nightmare to create. It also requires the player to have Wikipedia open in order to get the government reform they desire, which is not optimal.
    We liked the idea that you can customize your government reform in such a fashion, but for the future, we will instead utilize the different government tiers instead of having 15 different Tier 1 reforms for a single country.
  • The new generic government reforms and tiers were exceptionally well received. Even though some reforms are still standing out as the most optimal choice, we like the diversity we see from the player base in their choice of government reforms.
    For 1.35, we want to expand this aspect of the game a bit further.
  • Too many “starting points” of the mission tree can be quite overwhelming for the player - especially if they are far down. While this is inevitable to happen due to the rigid structure of mission trees (and a whole new redesign of how mission trees are built would be like opening Pandora’s Box), we try to at least keep the amount of starting points to a minimum.
  • The focus of previous Immersion Packs was too much on mission trees alone. While mission trees are highly popular, we think that we were investing too much time and focus on the mission tree part of a country and neglecting other parts of the gameplay experience. In 1.35, we still make sure to have interesting mission trees for the countries in focus which encourage unique playstyles, but we will also diversify from this part of the content and expand other parts of the country such as tag unique government reforms, flavor events, and even mechanics.
  • Finally, mission trees and the content from Lions of the North make the content outside of the region of focus feel very outdated - even if the region’s specific update was not that long ago. The new DLC and the 1.35 update aim to change this and we try to go beyond our scope to expand the countries and regions which are not the focus of the former DLC.
With that being said, let us dive into the content for one of the most anticipated countries in EU4: the Ottoman Empire.

No country in EU4 splits the community like the Ottomans. Some say they are too easy to beat and don’t have this “final boss feeling” they desire from the game. Others claim that the Ottomans are absurdly overpowered and ruining the fun of the game.

But everyone can agree on one thing about them: despite its number of flavor events, unique mechanics and even unique special units, the Ottomans feel rather bland compared to all the other major powers of EU4, as it’s been a while since the last update on their content. 1.35 will change this.

Starting with the most obvious addition, the Ottoman mission tree:
Ottoman Mission Tree.png

Be aware that all the content you see here is still very much work in progress. Nothing here is final.

EU4 starts one day after the Ottoman victory in the battle of Varna. From there onwards, they rose to become one of the most prominent great powers that shaped the world during the game's time frame. As you start your campaign, you will be greeted with the following event:
tur_events.1.png

Not long after you will get another event which steers you to a path of greatness:
tur_events.2.png

Hiring Urban allows you to complete the mission “The Guns of Urban”:
urban.png
Note: As you get these artillery units before tech 7 they will not be able to do any damage. So take good care of them. Of course, there is also an alternative requirement to this mission if you do not hire Urban.

With these two events and their respective missions completed, the “City of World’s Desire” will be your next target:
tur_events.3.png

From there on your missions will branch into five different directions.
The most left ones are about your push into Europe and claiming the true Roman title with “A True Roman Empire”:
tur_events.4.png

tur_events.5.png

devleti_rum.png
You might have noticed that the event was mentioning “Eyalets”. They are part of the new mechanics added for the Ottomans, but more to it later.

The second mission row from the left is about the Ottoman consolidation of the Balkans and the conquest of North Africa. A highlight of this row is the access to a new naval doctrine for the Ottomans if you have any subject nation in the Maghreb region:
maghrebi_corsairs.png

The middle row concerns itself with the development of Constantinople as the jewel of your empire, the conquest of the Mamluks, and your push into African land.

For this part, I am returning to the previously mentioned eyalets. With the Ottoman Government, you are able to hold a new subject type called “Eyalet”. While historically, they were like provinces to the Ottoman government, I took the creative liberty to design them as a special subject type that does not take any diplomatic relations and governs the land for you.

As you go on your path of conquest, the game will trigger events for you where you can release an eyalet as one of your subjects:
turn_events.6.png

eyalet.png
Note: all of these events have an option where you can decline the creation of an eyalet. You are not forced to have a single eyalet during your whole campaign.

Eyalets are not called into your wars automatically - be it from the offensive or defensive side. Instead, you have to call them by using favors (or an opinion hit if you do not have favors unlocked due to a missing DLC). Unlike other subject types, you can have favors with your subjects. It costs 20 favors to call them into an offensive war, but only 10 when you are in a defensive war.
eyalet_cta.png

eyalet_cta_dip.png

Before you can integrate an eyalet you need to reign in it first:
eyalet_reign.png

eyalet_reign_diplo.png

You might now wonder why you would want to have eyalets around instead of just coring the conquered provinces yourself. The answer to this question are the passive benefits you gain from eyalets. Not only do they pay you vassal tax, but also provide you with 20% of their manpower and sailor pool as well as force limit. They are designed to give roughly the same amount of manpower and force limit as if you would own the provinces for yourself.

While there are roughly 8 pre-defined and scripted Eyalets you can create from events, you are still able to make your own eyalets through a special casus belli which you can fabricate in neighboring countries:
justify_invasion.png

eyalet_po.png

eyalet_wal.png
Note: eyalets you create through the fabricated CB will not have a unique Eyalet name. But other than that they act exactly like normal eyalets.

With that excursion out of the way, let us return to the war with the Mamluks. The mission “Defeat the Mamluks” will require you to conquer 6 provinces of the Mashriq part of the Mamluks:
mamluk_mission.png

mamluk_cb.png

After winning the siege of the capital of the Mamluks, the following event fires:
tur_events.6.png

And for the Mamluks:
tur_events.7.png

After holding their capital for three years, you get the following event:
tur_events.8.png
egyptian_eyalet.png


Your new Egyptian eyalet will not be as efficient as other eyalets though due to their Mamluk administration. With the mission “The Fate of the Mamluks” you can remove this modifier from your subject.

The fourth row is about the religious path of your country. As you seize Egypt for yourself, you will also seize the Caliphate which is housed there, as well. As such, the branching missions are about going on a path of legalism or a path of mysticism. No matter which path you choose, either ending of the branching missions will be required for the “Second Islamic Golden Age”. If you manage to Unify Islam you will be able to complete this mission and gain a reward that is not only useful to you, but to every remaining Muslim country (those who were lucky enough to not hold any of the important sites).
tur_events.9.png

Finally, the last row of the tree shall be a motivation to push into Persia and secure the ancient silk road. A highlight here is the reward from the mission “Imperial Fabrics”:
tur_events.10.png

As the finisher of the mission tree, you get a permanent +5% Administrative Efficiency from the mission “Pax Ottomana”. Its requirements are a bit more challenging, but they play very much into the gameplay loop of the Ottomans.
pax_ottomana.png


That was it for the mission tree, but we are not done yet with the content for the Ottomans. With the DLC, the Ottomans gain access to two new features (next to the previously mentioned Eyalets): the Janissary Estate and Decadence.

Starting with the Janissaries:
janissaries_estate.png

The icon is a placeholder. Their unique icon is a work in progress.

The Janissary estate is one you will love in the early game and learn to dislike in the later phases of the game. Their initial “privileges” are more of a set of edicts you can give to them. Here is the full list of them:
good_privileges.png
good_privileges.png
Keep in mind that none of these numbers are final. For example: the 10% Discipline for the Janissaries here are definitely on the chopping block when we come to the polishing and balancing phase of the development process.

These privileges are designed to be very powerful. However, they come at a price later on: the Janissaries themselves want their own privileges and can turn these edicts into a negative version of it or demand new privileges entirely:
tur_events.11.png

tur_events.12.png
Refusing to give privileges will result in Janissary revolts which are more dangerous than normal rebels. As such, refusing them to grant these privileges can lead to your country breaking to the Janissaries.

Of course a new estate also means new agendas. The Janissaries have their own set of agendas which are inspired by the Rajput or Maratha's agendas:
agenda_event.png

Note: with 1.35 you will be able to choose the agenda from up to 6 estates present in your country.

Now we come to a different part of the Ottomans: the Decadence mechanic:

decadence_bar.png

Note: the UI here is very much a work in progress.

A big wish from the player base was that big empires have a way to break apart. As the Ottomans are the Number 1 subject of contention, I have decided to create a prototype of internal cohesion for the Ottomans first. Depending on how well it is received and how the game plays out with it, it might be expanded in the future.

Now, what exactly does the funny bar do? Decadence is basically a new type of measurement to get an idea of how cohesive and stable your empire is. You gain decadence from negative stability, from being bankrupt, from negative legitimacy, from Corruption, from being over Governing Capacity, from losing a war, and from a pulse event which triggers if you have over 100 Overextension.

Positive legitimacy and stability on the other hand reduce decadence, but to a slower degree.
At 100 Decadence you have to live with the following modifiers:
decadence.png

Note: these numbers are NOT final.

Historically, the power of the Ottoman Empire began to wane around 1600, its swan song being the siege of Vienna in 1683, followed by a slow decline until the Victorian period. However, for the sake of gameplay and the ability to be able to break down the Ottomans later on, they have received a set of special disasters which get unlocked when they reach 100 Decadence:
internal_power_struggle.png

disaster_event.png

disasters.png

While most players (and the AI without player intervention most of the time) will avoid the disasters altogether, those who seek challenge and pain can trigger the Decadence disaster on purpose in order to unlock the missions which are about handling the many challenges of your empire.
disaster_missions.png

During the Internal Power Struggle disaster, you have four disasters to deal with (or five if you are at the Age of Revolutions, the fifth one would be the normal Revolution disaster itself): “Janissary Coup”, “Eyalet Rebellion”, “Pasha Decadence” and “Plot of the Harem”.

To give a quick rundown of the disasters and their themes: the Eyalet Rebellion is, as the name suggests, about your Eyalets becoming rebellious against their overlord. This is especially the case for your Egyptian, Andalusian and Persian eyalet, which are of the opinion that their distance from Constantinople gives them every right to break away from you.
eyalet_disaster.png
eyalet_disaster_events.png


Pasha Decadence is the disaster that is the most straightforward: your provinces are getting decadent and refuse to pay you and you eliminate their rebellions. Especially the Balkans will try to break away from you.
pasha_disaster.png
pasha_disaster_events.png


Plot of the Harem is a bit trickier as this disaster is about the internal power struggle between the Harem and the Sultan. Unlike the other disasters, this one is on an internal level.
plot_of_the_harem.png
plot_of_the_harem_events.png


Finally, the last disaster which is by far the most impactful one: the Janissary Coup. The original disaster has received quite the overhaul as it is now part of the disaster set you have with the Decadence.
janissary_coup.png

The Janissary Coup will immediately add three new privileges to your estate. This means you will have up to 9 privileges active for the Janissaries eventually.
With the mission “Handle the Janissaries” you unlock two different ways of overcoming this disaster.
disaster_decisions.png


You either negotiate with the Janissaries and revoke one of their privileges or you bring the fight to them and defeat them in combat. At this point I should mention that the Janissaries are more dangerous than normal rebels and have significantly more morale than your troops. Additionally, they spawn with artillery rows which means they are actually potent rebels.

Because of their strength, I have decided that you should be able to spawn the rebels on command with the “Face the Janissaries” decision instead of forcing you to engage them through a random event.
janissary_event.png
Right now, the number of rebels you get is inflated. It will be tuned down in the coming weeks.

If you finish the disaster by slaughtering them to the last man then you can complete the mission “Mansure Army” and you get the following event:
mansure_army.png
Alternatively, you get the following mission if you complete the disaster by revoking all of the privileges:
janissary_compromise.png

After completing all the disaster-related missions, the “Internal Power Struggle” disaster will end and you get the following rewards for all the pain you had to deal with:
end_of_internal_struggle_event.png
Note: modifiers are currently mirroring the normal Ottoman Government. The main feature of this reform is the lack of Decadence.

And you gain the following reward from the mission:
end_of_internal_struggle_mission.png


Now let us take a look at the last bit of Ottoman content: events and reforms. First thing first: the Devshirme System has been moved from being a decision to become its very own reform in Tier 2:
devshirme_system.png
Note: the influence color should be yellow.

With this government reform you unlock the following mechanics:
devshirme_buttons.png


And yes, you see it right. The three-button reforms are back as we want to give the nations in our scope features and mechanics which prevail for the country long after you are done with your mission tree already.

The tier 3 reform:
provincial_government_system.png

And a few flavor events which you will encounter during your campaign:
tur_events.13.png

tur_events.14.png

tur_events.15.png

tur_events.16.png

tur_events.17.png

millet_system.png

tur_events.18.png

tur_events.19.png

tur_events.20.png

At last, some quick notes about the other states in Anatolia. Due to how Decadence works, I have decided to add a unique government reform for Rûm which does not have the Decadence mechanic.
sultanate_of_rum.png


Turkish minor states now also start with the Beylik government reform:
beylik.png


And a unique naval doctrine for all Turkish nations:
naval_doctrine.png


That was it for today. I thank you all for your attention! Next week we will return to Far East Asia with @PDX Big Boss as we take a closer look at the content for Japan!

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I'm hoping for an Ottoman version of a Minsplosion. Don't disappoint me PDX.

Make room for Rum.
Ottomans had still most of its lands by 1820 within the time frame of EUIV that includes Balkans, Anatolia, Middle East, Egypt, North Africa and all the islands in Aegean Sea and the Mediterranean.

The major land losses happened in 1774 by losing Crimea and then in 1878, well beyond our timeline in the game.

As much as Ottomans' struggles inside and outside, it was still a potent power and even after the disastrous Second Siege of Vienna and Treaty of Karlowitz, it was able to fight both Russians and Habsburgs at the same time in the next decades and got most of the lost lands by 1739.


So, it is not realistic to implement anything similar to Ming for Ottomans. The new mechanic is a good step in the right direction to solve the issue for all blobbed countries but still not enough in my opinion.
 
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Everything looks good and exciting but any experienced player will just No-CB Byzantium and prevent Ottomans to reach their real power in the very beginning.

I don't have an answer or solution but it should be much harder to other countries, just to declare war, park their ships and annex/vassalize Byzantium. Ottomans had barely defeated Byzantium even though they had surrounded them completely, had all the logistical advantages and military power.

We can have additional modifiers such as extra attrition, increased disembarkment time but it will not solve the problem. I think some provinces can not be invaded via sea as not all provinces has shores for disembarkment.

I hope this can be resolved in some way.
 
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Everything looks good and exciting but any experienced player will just No-CB Byzantium
Big fancy mission trees are, fundamentally, there for the player to enjoy completing.

Also, there are plenty of starts where "noCB BYZ on 1444.12.12" is a terrible idea.
 
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any experienced player will just No-CB Byzantium
I'm sure that there are plenty of very experienced players who don't no-CB Byzantium; in fact, I'd bet that many experienced player don't no-CB at all. Just because something can be cheesed doesn't mean it always should be. No-CBing Byzantium is great for a WC, or Rome (for a start like Aragon), but terrible for just playing the game casually. Besides, your post sounds a little like gatekeeping (though I doubt that was your intention).
 
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Good, though I do hope those bonus numbers are not final. Seem far too large.
 
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The only suggestion I have at this moment is that the Ottomans seize the Levant from the Egyptians during the creation of the Eyalet. Other than that, this looks awesome and I can't wait to give it a shot.
 
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Really great to see new mechanics coming in! Decadence is going to be interesting - if it decays really really slowly (or not at all outside of events - that might be good for 'very hard') it could be a good challenge.

In terms of the disasters - bunches of rebels is still a bit unexciting - it would be great if rebels could act in a coherent manner to introduce some strategy into fighting them. Or even it would be pretty cool to have it as a mini-game where you can play as the rebels - this would be kind of fun to fight against your own constructed defences/weaknesses and also break up the repetitive large-empire play (without having to start again as a minor vassal). If you win, you get rid of decadence, but if you lose, you're stuck with it for a bit (I guess this might be more of an eu5 thing though)

Also I really hope that eu4 (or 5) introduce some region-level interactions one day which can make large empires more internally interesting without the micro of state/province-level management. E.g. once you control 75% of multiple regions then you replace state interactions with regional ones.

anyhow, ottos are a guilty pleasure between tougher runs so am defo gonna give them a try :)
 
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Ah! I'm glad I read all the way through because I was going to ask about Rum.

One other question, albeit a minor one: Since Egypt will actually exist more often as a tag in the game, will it be receiving any attention of its own like unique ideas, unit models (or utilize Mamluk unit models) or anything else to make it more than a generic Arabian tag?

This looks great!
 
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Eight years past have I waited for a Byzantium rework. I beseech Paradox Tinto, let the Red Purple Horse ride once more.
ftfy
 
1 . Byzantium - Mamluks must updated , at least Byz should gain new perma modifiers > if byzantium succeed to reconquista, they should get Praetorian Guards special unit. Sorry i dont know too much about Roman-Byz history.
I will never forgive the praetorian guard for killing Aurelian, if they are added to the game I will enjoy myself by sending them to their deaths in 1k stacks
 
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Everything looks good and exciting but any experienced player will just No-CB Byzantium and prevent Ottomans to reach their real power in the very beginning
I am an experienced player with 5200 hours played and all achievements. And I never, ever, ever no-CB Byzantium. If I play a nation that needs to destroy the Ottomans at some point, I just destroy the Ottomans at that point. It's not hard at all if you're an efficient expander. That's a far more effective approach than wasting two points of stability, burning manpower and money, generating major AE, and conquering land that won't directly benefit most nations. No-CB is a strategy that slows down more efficient expansion elsewhere and therefore weakens your own blobbing. That's the best way to defeat the Ottomans, and one I've used to wipe them completely off the map dozens of times: out blob them and then swamp them with vastly superior numbers.
 
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I will never forgive the praetorian guard for killing Aurelian, if they are added to the game I will enjoy myself by sending them to their deaths in 1k stacks

Don't we all. #SOLINVICTUS
 
Looks very cool! I might have reason to play the Ottomans now.

I think Decadence would be fantastic if applied to other great powers. I will second what others have said about it seeming too easy to avoid, though. I think it's okay if players can avoid it with skill, but it should trip up the AI and I'm not sure it would as it stands now.

If it does get expanded out, high inflation might be a good Decadence source; that's historically cited as what caused Spain's decline. You might need to increase inflation or make it harder to reverse, though. Tying it in some way to Absolutism might also be a good idea, it could compound with lots of nations losing Luck in 1700. Maybe Great Powers need a certain Absolutism threshold to avoid a decadence multiplier?
 
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Ooooh, from a modding perspective, eyalets could easily be reworked into exarchates for Byzzie, and making all Latin cultures automatically accepted would be a relief after the reconquest of Italy too, considering the sad Greek culture group. Lots of potential with these features.
 
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  • Branching missions are like seasoning: a few of them can add some interesting paths to your country. Too much and they ruin the mission tree as they are clunky to use, generate walls of text and are in general not pretty to look at.
    They are also prone to script-related bugs and are too painful to maintain. Because of that, we will not have any case akin to the Teutonic Order in the future where half of the mission tree is covered in branching missions.
  • Customizable government reforms like the ones of Livonia were a fun experiment, but from a script perspective a nightmare to create. It also requires the player to have Wikipedia open in order to get the government reform they desire, which is not optimal.
    We liked the idea that you can customize your government reform in such a fashion, but for the future, we will instead utilize the different government tiers instead of having 15 different Tier 1 reforms for a single country.
  • The new generic government reforms and tiers were exceptionally well received. Even though some reforms are still standing out as the most optimal choice, we like the diversity we see from the player base in their choice of government reforms.
    For 1.35, we want to expand this aspect of the game a bit further.
  • Too many “starting points” of the mission tree can be quite overwhelming for the player - especially if they are far down. While this is inevitable to happen due to the rigid structure of mission trees (and a whole new redesign of how mission trees are built would be like opening Pandora’s Box), we try to at least keep the amount of starting points to a minimum.
  • The focus of previous Immersion Packs was too much on mission trees alone. While mission trees are highly popular, we think that we were investing too much time and focus on the mission tree part of a country and neglecting other parts of the gameplay experience. In 1.35, we still make sure to have interesting mission trees for the countries in focus which encourage unique playstyles, but we will also diversify from this part of the content and expand other parts of the country such as tag unique government reforms, flavor events, and even mechanics.
  • Finally, mission trees and the content from Lions of the North make the content outside of the region of focus feel very outdated - even if the region’s specific update was not that long ago. The new DLC and the 1.35 update aim to change this and we try to go beyond our scope to expand the countries and regions which are not the focus of the former DLC.
This is a very good approach to have towards the new patch, I'm glad to see community feedback has influenced this decision. One thing I do hope is that you will be more reserved with how modifiers are distributed via rewards, LoT introduced a lot of "modifier bloat" which created regional inbalance, something that the new patch should generally try to avoid.
 
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