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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 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.
Also, this is spot on. This was always the case for me. Unique government mechanics, reforms, estates or even flavor events are all more exciting to me than a mission tree honestly. I'm glad Pdx finally recognized some things after all those patches and DLCs.
 
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Can you make it so that all subjects (vassals/marches/colonial nations) do not automatically join wars, you can call them later for free. My subjects acquire ungodly war exhaustion sometimes I would like to give them a respite.

Also, Mansure Army is Prussian Monarchy on steroids and no downsides? Really? Power doesn't creep no more, it takes long strides. Just +5% discipline would be good enough. And Ottomans getting their pips nerfed only to get their units upgraded to Western while other tech groups takes the nerfbat to the face.
 
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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
 
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Well the natural histroical path for those nations is to form Russia, I don't see any reason why you'd avoid doing that unless the buffs for the previous nation are better, which should not be the case.
It's the historical path for Muscovy, not for all Eastern Slavs. Novgorod had their own language and culture that wasn't based on expansionism.
 
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VERY GLAD to see tag:EGY eventually can be of some use other than that Tuscanian achievement. I believe that Mamluk might also get it's unique content in 1.35 or a future around corner. Glad to see that orient countries are getting more and more attention these versions!

(If BYZ were really reworked, it might be the last dev diary, generally thinking.)

The Nordic countries in 1.34 are not the last empty piece of EU4. The Arabs, Persians, Tibetan, Tribes and former colonies, still many things ahead. But now I'm completely confident that PDX would keep surprising us, and making it a new game with a new experience, with every version updated, for the person who only knows EU4 has no idea of EU4. It's not only a game now, but a organic being combining PDX, modders and players' communities across the planet. I don't think that any other game other than Minecraft could adopt this idea, so PDX and we players are really creating something that is new to human civilization...
 
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The whole DD sounds awesome and thank you very much for it!

I like the introduction of a mechanic that punishes big or rapid-expanding empires. But even as an avid Ottoman player, I think decadence is much too easy to avoid.
  • negative stability is very rare after some decades
  • bancrupcy nearly impossible as the ottomans
  • low legitimacy unlikely due to the heirs from the harem
  • corruption is 0 nearly all the time and only costs money
  • GC is plentyful
  • losing a war as the ottomans... not going to happen unless intentionally
  • over 100 OE. Ok, this can happen. But with so much CCR and AdminEff, the time on high OE is low.
I dont unterstand one thing: Are there factors that decrease decadence or can it only grow?

Nonetheless, I think it should grow based on additional factors, that can not be avoided or are very costly to avoid when having a large empire. My propositions for such factors are:
  • Average autonomy. A higher average autonomy would increase decadence as it means that the grip of central power on many provinces is low, leading to the rise of local powers. Fast-expanding or big empires lack either the admin-points or government capacity to full state most of their land. Sources of Government Capacity are plenty and GC is not a problem with enough money and state houses. Punishing higher average autonomy would incentise the player to state more land therefore needing to invest more to stay below GC-limit- Furthermore, conquering new land would not always be benefitial and the player has to weigh the advantages (more money, trade-control, manpower, etc) with disadvantages (more decadence from higher average autonomy)
  • Liberty Desire of subjects including elayets. Or having disloyal subjects. The more subjects you have, the higher their average liberty desire should be from their combined army-strenght. Spamming elayets seems very powerful, it should have some drawbacks.
  • Development in non-accepted cultures. The more development of the country is from non-accepted cultures, the less stable should it be. But as -unrest-modifiers are so plentiful that revolts happen never or only once, maybe it can increase the decadence. With this factor, the player has to decide if he wants to accept cultures, that unlock monuments or cultures, that have a lot of development and therefore are benefitial to accept because of their influence on decadence. And culture conversion would have a meaningful benefit.
  • Government reforms. Reforms that focus on expanding the empire should grow decadence and government reforms that focus on internal affairs could reduce it.
  • Disloyal estates
  • Some estate privileges could increase decadence, especially the Janissary-ones, in order to make them more of a choice instead of a no-brainer to take.
  • High absolutism. Well, it certainly should have some down-sides and decadence would fit the theme.
 
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Will Karaman be get a less terrible ruler/heir?
 
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Wow, so we got content of Japan next. After a complete overhual over Ottoman and Ming China!?

Am I dreaming or this is a mirror dimension created by Master of Paradoxy art?:eek:
 
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Insulting the customer base. Always classy. /s

That's a lot of crr. 20% extra permanent on top of Otto ideas.

Permanent +10% discipline is also quite strong. Reminds me of when they got rid of 10% Prussian ideas or the 10% disc. Prussian government if you are willing to sink constant mil power into it.
 
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Thanks now thats a grand uptade, thanks for the ottoman uptade, it was necessary, killing ottomans with byz will be more fun. ;) may i ask a developer to answer my questions ?

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.
Mamluks also should get trouble against Portugal if lives too much, and Mamluks should get "Mamluk" special unit.
Why would anyone ever want a Praetorian Guard special unit. Unless it increases the chance of the death of your kings by 90% they would just be fantasy larp.
 
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Praetorian Guards
"Murdered by the Praetorian Guard" arguably qualifies as "death by natural causes" for a Roman Emperor.
 
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I think the introduction of a Decadence mechanic is very promising. I think for it to have a proper impact, maybe the size of the rebels should be higher, and maybe make it harder to avoid? I also agree with your last point, that it could be a good idea to introduce this mechanic for all nations as a punishing disaster, with the potential of a partition or a breakup of the entire empire. It is ahistorical how stable all the big empires in eu4 are compared to real history. Doing a world conquest run should probably be much harder, and it should aim to model the issues that the Spanish british and other empires had in that period. Big empires never were as stable as they are in eu4.
Even if the devs decide to not expand it later, modders can copy and paste the mechanism to their original government reforms, if they aren't planning (or maybe unable due to UI size issues) to use on every one of them. I will say something similar could definited go well with EoC and HRE title holders. Spain would be another later game OP AI nations, who deserve some decadence. Moreover, maybe the French and the PLC. Leading the prior to a revolution, and the latter towards a predesigned disaster.

Generally speaking, some univeral decadence mechanism could be fun to be applied to all later game countries when they are over like 5000 development or 500 provinces. Even if they are controlled by a player. Later game EU4 is often kinda boring because the snowball effect and especially because your country are too big to fail. Some debuff could be usefull. However, I kinda think the "governing capacity" was desgined to provide such a challenge.

On the other hand, another option to balance later game is to make later game AI countries stronger. Maybe some disasters that combining multiple regional power into one big final boss (to those players who are about to conquering the EU4 Earth). With an option to avoid them of course (like the Seljuk, Mongol and Aztect Invasion in CK2-3). I did that in my mod and player responds are genuinely fine ( though some of them turned it down at the moment they saw it ).

Some more options could be adding Natural Disasters, Pandemic ( purely a gameplay idea ), Corrupation Disaster and other man/natural caused universal disasters into the mid-game. And, on my second thought, I think these things can also be tied the the Decadence mechanics quite well.
 
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wew thats one heck of a DD

One thing i didn't see mentioned though, are you changing ideas? I spotted 2 new 10% CCR modifiers that are effectively permanent, they seem a little out of place if you are keeping the CCR in otto's ideas, given the focus otherwise on subjects.
 
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Please, give Hungary new provinces with era-accurate demographics, economy and borders!

Edit: All the negative reactions, yet none of them points out what is wrong with my request...
 
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Why would anyone ever want a Praetorian Guard special unit. Unless it increases the chance of the death of your kings by 90% they would just be fantasy larp.
They can well make a Government Reform that called "Elected by Praetorians". Which gives you less legitimacy but no stability cost on Monarch death. Plus something like the Polish government reform or Catholic holysee pope election mechanism - your heir is elected among your own child and bunch of other candidates supported by your estates and your powerful subjects.

Assassination/Coup can happen on low legitimacy/low stability/high decadence/.... occations, then a candidate supported by noble/praetorian estate then will rule. On other occations when succession happens on Monarch death, the one with highest support accend to the throne.

Some extra flavor would be that, in such a Roman Empire, decadence increase whenever you aquire new region/a number of new states. You may avoid it by giving previleges or other stuff to noble/praetorian estate. Such gifts cannot be revoke, at least within the lifespan of one Roman Leader.

Eventually, a coup then happen to a Monarch with high military acomplishment but ran out the gifts that can be sent to one's fellow countrymen. Coup happen, ruler killed, new guy on the throne, manage to revoke some gifted previleges, invading others, ....... the cycle of life begins again.

This would be even more interesting if the surrounding nations can be influenced and grown stronger whilst Roman are doing this elected-conquest-coup-revoke cycle of life. Making the Roman player eventually ran out of targets but to attack big AI countries. Which cannot be consumed by one bite and would give the Empire a fair amount of provinces to digest. Then,.... maybe we can have some epic rivalry in the mid-late game period.

It would be fun to play/fun to watch. Imagine people trying to grab legitimacy
 
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