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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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the Turkish threat advances event should make it easier for the Europeans to form a collation against the ottomans. and for the love of god Nerf some of the privileges and events.
 
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As you start your campaign, you will be greeted with the following event:
I'd also give Venice an early source of extra splendor. They were an important Ottoman rival and EU4 understates their early economic and naval strength. The Age of Discovery is short, so the earlier Venice can get its 50% trade ship power bonus the better.

Hiring Urban allows you to complete the mission “The Guns of Urban”:
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.
This is a cool idea. How does it affect the Guns of Urban age ability?
Also, as other people have already said, the event should fire for the Byzantines first, just like the Columbus event fires for Portugual before Spain.

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:
This is power creep. The Ottomans will be better at both raiding coasts and privateering than the Berber nations are, and seem likely to be able to annex those subjects' provinces without losing the doctrine. On top of that, the doctrine introduces yet another source of cash from nowhere - why is there 50% more loot in coastal Europe only for the Ottomans, and where did it come from?

You've already made a naval doctrine for Turkish nations that fits much better with the Ottomans' historical shipbuilding programs and naval strategy. Rather than giving them access to two naval doctrines I suggest removing the Maghrebi Corsairs doctrine entirely. That also would leave the Ottomans with their historical incentives: protect one or more Berber nations so that they can continue pillaging the coasts of the Ottomans' Christian rivals with impunity.


On a related note, I disagree with others' suggestion to change the Fate of the Crimean Khanate event so that it makes Crimea an eyalet. It was semi-autonomous and the Ottoman sultans had no plans to annex or govern it indirectly. If you want to give the Ottomans the ability to raid more rival Christian nations by proxy, you could give Tatar nations the ability to raid neighboring heathen provinces for loot, analogous to the existing coastal raiding mechanics. You could also add a local modifier that gives a bonus to goods produced in Azov (which produces slaves) if Crimea is an Ottoman subject and Azov is owned by either Crimea or the Ottomans. If Azov is conquered by any nation other than those two, it could trigger an event that removes the bonus and changes its trade good something else (salt, perhaps).

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.
Do you have plans to add any of these mechanics to existing subject types?

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.
Can they refuse calls to arms like allies, or are they automatically added to wars like subjects are?

Finally, the last row of the tree shall be a motivation to push into Persia and secure the ancient silk road.
Since this DLC is about China as well, I think it would be cool to create a more general decision or triggered modifier representing the silk road. Instead of relying on conquest missions, replicate the Confirm Thalassocracy decision for the inland trade nodes that made up the historical paths of the silk road.

If two or fewer empire-tier great powers are the strongest trade powers in one of the following sets of trade nodes
  • The northern endpoint (Crimea and Astrakhan),
    • And either (Samarkand and Yumen) or (Samarkand, Lahore, and Lhasa),
    • And all of northern and central China (Hangzhou, Beijing, and Xi'an)
  • The southwestern endpoint (Aleppo and Persia)
    • And either (Persia, Samarkand, and Yumen) or (Persia, Lahore, and Lhasa)
    • And all of northern and central China (Hangzhou, Beijing, and Xi'an)
then they get a triggered modifier like East Indian Trade Route or can take a decision like Confirm Thalassocracy.

The Janissary estate is one you will love in the early game and learn to dislike in the later phases of the game.
Does the janissary estate's influence affect janissary force limit, or is that still entirely determined by heathen development?

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:
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:
I suggest adding a privilege, agenda, or both letting the janissaries choose/replace the Ottomans' heir (something they did several times in Ottoman history). The Ottomans would get an heir with relatively low stats (easier for the janissaries to control) and the janissaries would get increased influence and loyalty.

If the janissaries are disloyal and an agenda is one of the ways this can happen, make the agenda appear with very high probability.

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.
This is a really great concept to represent state capacity and I hope it gets expanded to all countries, but I think your sources of decadence are too narrow. I'd add the following sources and effects of decadence:

Increases:
  • Absolutism
    • Centralization means the government - and often the monarch personally - takes credit or blame for everything
  • War exhaustion
    • Losing a war is bad, but even winning a war can be a liability if the war was protracted and poorly managed
Decreases:
  • Monarch point generation
    • If the government can't generate monarch points to match the responsibilites that come with centralization, there will be a power vacuum
Scaling effects:
  • Reduced tolerance of heretics and heathens, and/or increased unrest penalties for unaccepted cultures
    • The latter is basically republican cultural sufferance in reverse
    • If a regime is losing control of its territory, minorities might try to break away
  • Increased monthly autonomy
    • Local elites will steal from and disobey the central government if there are no consequences

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:
I don't think having 3 stability should outright prevent any disaster from starting or progressing. (I recently found myself in the absurd situation of having deliberately let revolutionary rebels take control of Paris to trigger the French Revolution disaster, only to realize that having 3 stability somehow made my not being in control of my own capital irrelevant. I waited for my heir to turn 15 and then abdicated just to take a stability hit and let the revolution "begin" for real.)

Instead, could you remove having less than 3 stability from the start conditions of all disasters and give countries with high stability negative ticking progress for most disasters? Most disasters are inevitable once progress starts, and it's just a matter of waiting (potentially years) for them to begin. I'd rather see countries balanced on a knife's edge, using high stability either to avert a slowly-progressing disaster or merely to delay a fast-progressing one.
 
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The question concerns the Crimean Khanate.

Will the Crimean Khanate be an elayat of the Ottoman Empire according to the decision "the fate of the Crimean Khanate" or will it remain a vassal? Historically, Crimea has never been completely subordinate to the Ottoman Empire until it was annexed by Russia, it conducted its own autonomous domestic and foreign policy.

Will Crimea lose its main form of government and the "nomadic horde" level 1 reform after transforming into an Ottoman elayat? I believe that Crimea should have a unique form of government that preserves the reform of the "nomadic horde" and combines it with a new type of subjects of the Ottoman Empire.

Will the Crimean Khanate have unique missions?
Although it was a subject of the Ottoman Empire, it also claimed the legacy of the Golden Horde. Standard Tatar missions are no longer suitable for him.
The fight against the Tatar hordes, an attempt to seize the throne of the Kazan Khanate. Alliance with Muscovy to fight the great horde and the Grand Duchy of Lithuania. Rivalry with Russia for the legacy of the Golden Horde.
 
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I think the vast majority of this content looks super promising! I'm incredibly excited for the new Janissary mechanics, and new estates are always a delightful addition to the game

However, I will note: I'm not sure I like Decadence as a mechanic. Let alone the fact that it doesn't really seem to be punishing blobbing too hard, the name "decadence" is a bit weird. When used as a marker for the downfall of big empires, it's extremely misleading imo: plenty of extremely successful rulers were in and of themselves decadent. Was Suleiman building giant mosques, or Mehmed renevating the hagia sophia, not decadent? Was Louis XIV not decadent? idk

I do think the concept described at least needs a change in name
 
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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.

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).
Ok, I admit it was a bit of gatekeeping but I don't like to see that it is suggested as a viable strategy anytime I look for strategy help online.

I think some province level modifiers for defense can make things better, may be via the much expected Theodosian Walls great project.

I really like the challenge Ottomans provide in the game and with the latest updates, AI is much more aggressive and capable that makes it even more fun. I know the mission trees are mostly for us but I also enjoy to see AI follow its intended path, do the right things and be an actual, serious opponent. I only play single player games and these things matter to me a lot.
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.
I never played Ottomans except my very first game while learning the mechanics. I play only for the achievements and I also did not try the No-CB Byzantium. I try very hard to avoid any exploits and tricks but at the same time very much annoyed that they exist and also annoyed people use them but I should mind my own business :)
 
Love how Europa Universalis 4, a "history simulation" game aimed at simulating the rise and falls of the empires, can't simulate the falls of the empires until a decade after it's release
 
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So Japan is the next. I'm concerned about whether the event or mission to China or Korea may infuriate the players in them (like devastation in the cities). You know, the rancor in East Asia...
 
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Icon for the Janissary Estate would be much better if it was the historical Janissary Hat "Börk". I don't know what the current icon represents.

"The icon is a placeholder. Their unique icon is a work in progress."
 
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The changes are good, but allow us to choose English names for Eyalets too. Sure even many Turks don't like Ottoman adjective structure. Pls make both "Eyalet-i Erdel" and "Erdel Eyalet" or "Eyalet-i Nemçe" and "Austria Eyalet" options. I want to use unique names but they don't look better. Also, those times Austria was called "Nemçe" or "Beç" by Ottomans if you want to use Ottoman name.

If I am not wrong, Christian subject rulers were called "Voivode", Muslim ones were called "Beylerbey" and Egypt called "Khedive". Aren't Eyalets just bigger provinces while a "Beylik" would be more like a subject?
 
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The edicts are an amazing addition. I'm still going over them and thinking of what can be done for the other nations.

The effects might not be so dramatic, like revolutions, but it can give flavour and choice for a path decision on a country playtrough.
 
The ONLY thing I don't like is the Maghrebi Corsairs naval doctrine makes the Ottomans have better privateers than the literal Maghrebi nations. Raiding coasts and privateer efficiency take up TWO idea slots for Morocco and Tunis, and you're getting it as a naval doctrine here with more privateer efficiency AND 50% more loot?? That takes a lot of flavor out of the North African countries and gives it to the Ottomans using a mechanic you guys have already stated you don't care for

Well, to be fair the corsair activity of Magrebi nations was low before Ottoman patronage and most of the corsairs were from either Ottoman territory or Europe. Local Arabs and Berbers themselves weren't that involved in corsairing, only minor piracy. Most of the great naval raids that devastated Italian and Spanish coasts in 16th and 17th century happened under Ottoman captains.

That being said Magrebi nations get coastal raids from their traditions and you can look at it as them having a naval doctrine free. Which are more or less full ideas while coastal raiding is half an idea.
 
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This is absolutely epic! And I can't wait to see what else is in store. I would adore a revamp to Persia as it's my favourite nation in game and a historical rival to the Ottomans. The Middle East is my favourite region in the game
 
Are there any plans for making a new mission tree for the USA? I know they aren't a starter nation, but I still think they deserve more flavour than 4 unique missions.
 
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