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Europa Universalis IV - Development Diary 28th of February 2023 - Great Britain

Greetings! A new week, a new Dev Diary, and this time it is about our final big country of the DLC, England, and its follow-up nation of Great Britain. Similar to Russia, England and Great Britain received their content update with 1.25 which is now almost 5 years old. While the British mission tree was one of the most extensive in its time, it has become quite outdated and was in dire need of receiving an update in order to keep England on the same level as the other great powers which are seeing a liftover with 1.35.

So, let’s get started!
british_missions.png

These are all the missions you have available as England and as Great Britain. These missions are available to everyone who forms GB.

The mission tree is split into several themes:
- The internal affairs and issues of England, which were the War of the Roses, the English Reformation, and of course the English Civil War
- The classic conquest of the British Isles
- Trade Dominance in Europe
- Colonizing the New World
- The conquest of India
- Internal development

Starting with the classic missions, the British Isles conquest missions are what their name suggests: unifying the British Isles under your banner. The highlight of these missions is the ability to unlock the “Act of Union” which is a unique parliament issue to form Great Britain - more on it later. Also a ,QoL addition has been added to these conquest missions: if you conquer Scotland you can get the following event if Norway did not sell Orkney to Scotland yet.
flavor_gbr.2.png

The AI is very likely to accept as long as they don’t have any negative opinion of you.

The missions regarding colonizing the New World are also quite self-explanatory. However, these missions do have some unique rewards which make colonization a little bit more interesting. The mission “Found the Royal Navy” grants you +33% Colonial Range and the ability to recruit explorers and conquistadors for 25 years. It also unlocks a parliament issue that gives you the same modifiers once the mission reward runs out.

“Discover the Americas” unlocks another Parliament issue with a rather experimental and unique effect:
colonial_venture.png


As long this modifier is active and you fully colonize a colony you get the following event:
colonial_venture_event.png

You get a selection of trade goods to choose from. The province will then start producing the selected trade goods. The first option keeps the current trade good if you don’t want to select any new production.

Keep in mind that the trade goods you can choose from have the same requirements as they would normally have when you colonize a province. In other words: you cannot select every province in North America to be a gold province out of nowhere.

Speaking of gold: selecting a certain trade good to be produced has a price that is calculated by the following formula: (1 + <the times you selected the trade good>) * 5 * <base cost of trade good without any modifications from events>.

In this example, we decide to create our own Fish & Chips monopoly, so we choose fish for every colonized province:
colonial_venture_event_2.png


Some trade goods are inherently more valuable than others. If a trade good has a higher base cost than 2.5 then it will also have an Administrative cost in order to be produced:
colonial_venture_gems.png

Note: The admin cost will be rounded down to 7.

Again, the formula for this is also rather simple: (<base trade good price> - 2.5) * 25 * <the times you selected the trade good>.

Now of course I have to address the elephant in the room: Gold. In order to avoid a world where a Great Britain player would put a gold province in every single eligible province of the New World, I decided to give Gold an “estimated value” of 10 Ducats base cost. This is reflected in the price you have to pay for a Gold province in the new world:
colonial_venture_event_gold.png

The only limit for how many gold provinces you want in the end is not any hard block but your tolerance for pain in paying for the establishment of another gold province.

Of course there is a decision which toggles this off if you are not interested in micromanaging every single colony you create:
colonial_venture_toggle.png

The missions “Settle in America” and “Colonize the Caribbean” modify your colonial capabilities even further with more unlocked parliament actions:
taxation_vs_representation.png

gold_act.png

Note: You have access to a sugar and spice version of this Parliament Action in the mission tree.

Finally, the mission “Dominate the New World” gives a permanent modifier which also benefits your colonial subjects too.
new_world_domination.png

Note: The Trade Efficiency might look weird considering that you siphon the trade from the New World, but Tariffs in their current iteration are calculated from the production income + trade income. As such, this bonus is an indirect bonus to how much tariff you receive from your colonies.

Of course a British mission tree would not be complete without a trip to India. The mission “East India Company” gives you an early choice of how you want to manage your territory in India.
east_india_company_event.png
The first option will release a unique subject in the form of the East India Company and it gives all permanent claims you get in India to your subject. The second option lets you keep the claims, but you won’t have access to your new subject, while the third option is for the purpose of role-playing where you can play as the company yourself, which might be an interesting campaign for some people.

The East India Company starts with a unique version of the Merchant Republic:
trade_company_reform.png

And of course it has its own set of ideas:
Code:
EIC_ideas = {
    start = {
        global_prov_trade_power_modifier = 0.2
        tolerance_heathen = 3
    }

    bonus = {
        global_trade_power = 0.15
    }
   
    trigger = {
        tag = EIC
    }
    free = yes        #will be added at load.

    eic_governors_general = {
        global_unrest = -1
        governing_capacity_modifier = 0.1
    }
    eic_indian_trade = {
        global_trade_goods_size_modifier = 0.15
    }
    eic_chartered_merchants = {
        merchants = 1
        placed_merchant_power = 10
    }
    eic_presidency_armies = {
        global_manpower_modifier = 0.1
        global_sailors_modifier = 0.2
    }
    eic_intercontinental_trade = {
        trade_steering = 0.25
        trade_range_modifier = 0.1
    }
    eic_colonial_monopoly = {
        trade_efficiency = 0.1
    }
    eic_colonial_exploitation = {
        trade_company_investment_cost = -0.1
        build_cost = -0.1
    }
}

This trade company subject has some special properties which aim to make it competitive to the trade companies we already know and love. A trade company behaves in many ways like a colony, which means it is able to declare its own wars, it will pay tariffs to its overlord and you can use the “Modify Subject Relationship” on them (modifications for Self-Governing Colonies are applied here). However, when an external nation attacks your Trade Company you are called into war. There are also some additional subject interactions which are not available to normal colonies such as “Siphon Income” and “Fortify Subject” (in the past it was March, but it has been renamed now).

“Masters of India”, which requires you to own or have a subject own 200 provinces in India, gives an additional bonus to your trade company subject:
masters_of_india.png

These were the colonial missions. Now we move on to the internal missions.

The missions of the “War of the Roses” path are all about your religious internal affairs. Depending on what is your stance towards the clergy, you unlock one of the two government reforms for the 4th tier:
religious_reforms.png
The missions “Strengthen the Kingdom” and “Acts of the Parliament” play heavily into the conflict between the monarch and the parliament during the Age of Absolutism, which eventually led to the English Civil War.

Completing both missions give you access to both mutually exclusive government reforms:
more_reforms.png

Speaking of, in order to properly represent the struggle between crown and constitution, you will eventually receive the following event as you enter the Age of Absolutism:
strife_king_and_parliament.png

absolute_power.png

Note: Background UI is still work in progress. The Monarchists will start the civil war when it reaches -100, not 100. Not shown in the image: if the value drops below 0 the modifiers change to: +4 Global Unrest, -10 Years of Nationalism, -10% Idea Cost and -1 Yearly Absolutism.

Resetting Debates, letting debates fail and revoking parliament seats increase your Absolute Power while giving away seats and letting debates win decrease Absolute Power. There are two ways of handling the mechanic altogether: you either juggle with the Absolute Power until the Age of Revolution starts or you try to reach either direction as fast as possible in order to trigger the following event:
escalation_event.png


If this event fires then the conditions to fire the English Civil War change to the following:
new_disaster_conditions.png

The disaster itself has seen little change per se. Pretender rebels on the parliament side have been replaced with a new, Parliamentarian rebel type which are basically Pretenders, but republican versions of them. The big change for the disaster is the end reward when you go through them.

If you side with the Royalists and end the Civil War without breaking to rebels you get the following reform:
absolute_britain.png

Letting the Parliamentarian win and choosing to become a republic will unlock the following reform:
parliamentarian_republic.png

And finally, if you let the Parliamentarians win, but decide to become a monarchy after Cromwell’s death:
british_monarchy.png
If you complete the mission “The Three Kingdom Wars” (which really should have been called “Wars of the Three Kingdoms”, but there was no space for it) by going through the hassle of the English Civil War, you unlock the following reward:
english_civil_war_mission_reward.png
These parliament issues are unlocked as you also unlock your national ideas. You have up to three issues which negate one of your national ideas in order to introduce a new strength.
ideas_altering_issues.png
These issues are, however, limited to three national idea groups in total though - they do not cover you if you form a nation which would not be typical in your England run like, let’s say France or Spain.

Of course you can toggle them off with a decision in order to have the space of your parliament issues not be occupied with them anymore, and you can revoke all of the adjustments - though at a heavy cost:
toggle_off.png

Note: Forming a different country will automatically revoke these modifiers. I am also considering making this cost a lot less severe though in order to promote flexibility. Maybe 75 ADM cost per adjusted idea is more manageable.

While these were the internal disasters and issues, there is more to the mission tree. The mission “Issue the Royal Warrant” goes more into the economical direction of your country. While the mission itself can be completed rather early, its big reward is more something you will unlock later on as you get the following reform unlocked for tier 8:
royal_charters.png

trade_protectorate.png

Note: Numbers are not final, as usual.

As it is somewhat of a running theme with 1.35, another mechanic of the old EU4 has returned once again, though this time it is a little bit different. Trade Protectorates are a voluntary relationship between you and the target country, and some AIs might even request to become such a subject in order to be protected from foreign forces. The Trade Protectorate and the overlord are free to annul the treaty, though they have to pay with 1 Stability unless the liberty desire is 100.

Only countries whose capitals are within your trade range are eligible to become your protectorates.

I should also mention that these Protectorates are not Great Britain only as any country which “Confirms Thalassocracy” unlocks the following government reform, which is part of the free update:
thalassocracy.png

The missions following “A House Divided” (which is more a reference to how the “House of the Parliament” is split into the House of Common and the House of Lords) are more internally related missions. Highlights here are “Expand the Royal Navy” which unlocks the special unit of your country:
expand_royal_navy.png

man_of_war.png

Note: The color should be actually green as a reduced Engagement Width means more ships are in combat at the same time.
You have 20% of your Naval Force Limit available for constructing Man of War.

The mission “The Royal Marines” makes your marine units to be the “special land unit” of your country as it gives -10% Shock Damage Received and +5% Discipline while “The Redcoats” is a flat +10% Infantry Combat Ability until the end of the game.

Now that was the British Mission Tree. As you have seen, it is relying heavily on colonization and overseas ambitions. But not everyone might enjoy this kind of playstyle. Because of that there is a second path of the mission tree which is unlocked as soon as the Hundred Years’ War goes into its final phase. The mission “The Hundred Years’ War” fires an event which gives you the choice to play England in a new way which focuses a lot more on the continent:
angevin_path.png

This will of course update your mission tree accordingly:
angevin_missions.png

All of the colonial missions are replaced with missions which nudge you into conquering vast territories of Europe. Of course, your first target is France and securing the personal union over it. In order to complete the mission “Shatter French Nobility” you will have to enact a unique Parliament Action which might cause pain in the short run, but ensures France’s loyalty to the English throne:
curtailed_nobles.png

I mentioned earlier about the Acts of Union. For players, the Acts of Union will be an actual parliament issue which is available to you when you complete this mission “Unify the Isles” and have reached Administrative Technology 10.
acts_of_union_britain.png

gb.png

The AI will keep its decision though.

For the Angevin path we have something similar. The mission “The Angevin Kingdom” unlocks the English-French Acts of Union parliament issue which allows you to form a new tag:
acts_of_union_issue.png

angevin_kingdom.png

Note: Historically speaking, it would make more sense to have it as a name change as the “Angevin Empire” was mostly a name for the possessions of the Plantagenet dynasty and not a real political entity per se. For the sake of gameplay, however, I decided to make a new tag for it with unique ideas, colors and, most importantly, the flag.

angevin_flag.png
You might have noticed that the Angevin flag is already included in the already used English flag. We are aware that it can feel kinda weird when you form the Angevin Kingdom and your flag, which was previously a combination of the Angevin and the French flag, just returns to being the Angevin one.
Because of that we request your opinion on that matter, and want to know what you guys prefer:
  1. Keep the way it is presented here (same flag for England, three lions for the Angevin Kingdom).
  2. Give the Angevin Kingdom the current English flag and give England the three lions as starting flag.
  3. Give the Angevin Kingdom the current English flag and give England the St. George cross as flag.
  4. Other ideas / suggestions.
With that being said, let's take a look at the ideas:
Code:
AVE_ideas = {
    start = {
        global_manpower_modifier = 0.2
        improve_relation_modifier = 0.3
    }

    bonus = {
        years_of_nationalism = -5
    }
   
    trigger = {
        tag = AVE
    }
    free = yes        #will be added at load.

    angevin_decentralized_rule = {
        core_creation = -0.2
    }
    english_common_law = {
        global_tax_modifier = 0.15
        num_of_parliament_issues = 1
    }
    lessons_of_the_anglo_french_wars = {
        discipline = 0.05
    }
    the_many_thrones = {
        heir_chance = 0.5
        years_to_integrate_personal_union = -10
    }
    reformed_angevin_infantry = {
        infantry_power = 0.1
    }
    seneschal_of_france = {
        governing_capacity_modifier = 0.15
    }
    rule_of_the_plantagenet = {
        legitimacy = 1
        devotion = 1
        horde_unity = 1
        republican_tradition = 0.3
        meritocracy = 1
    }
}

Note: England and Great Britain too received a +1 Number of possible Parliament Issues. The Horde Unity and Meritocracy (as well as Devotion / Legitimacy / Republican Tradition) have been added to all ideas which give one of the 5 government measurements in order to promote more variety in campaigns where you can switch your governments without feeling at a disadvantage because of it.

From here on out your path is set to conquer Iberia and Italy, as well as pushing into the Lowlands and the HRE. Each of these regions unlocks a “Crown of <Region>” Parliament issue which lets you decide how to properly deal with your newly conquered territory:
the_three_crowns.png

îberian_crown.png

italian_crown.png

imperial_diet.png

Note: There will be a tooltip saying that you unlock HRE related parliament issues.

These issues will affect the HRE as a whole and not just your country.

Another highlight would be the ability to adapt the British culture group into the French culture group with the mission “The Angevin Culture”:
anglois.png


A final highlight would be “Claim the Empire Title” which gives your country a name fitting to your situation.
empire_name.png

republican_name.png

theocratic_name.png

And if you, somehow, manage to fall from grace…
sadge.png

That was it for mission tree content. However, there is still a lot more to talk about. As you might have noticed, the parliament plays a large role in the content. As such, it was only natural to improve the parliament mechanics in general and then to add something special to the parliament of England / GB / Angevin to make it stand out from the other parliaments.

So, let us take a look at the general improvements for the parliaments. First thing first, parliaments have now the ability to reset a debate.
reset.png
You can reset a debate only every 20 years and it brings some penalties with it. Still, it can be a nice QoL addition when you accidentally select the wrong debate.

Secondly, parliament bribes will no longer spawn for an issue which would give this resource as an effect when the issue gets passed. Example: the parliament issue “The Draft” which gives manpower scaled to the seats will never have any parliament bribe which requests you to pay with manpower.

Thirdly, the prices of bribes have been revisited and have been tuned down to a manageable number.

Fourthly, parliaments of a size of 40 seats unlock new bribes which have “National” in their name. These bribes are more expensive than their local version, but have the bundled effect to automatically flip all seats with this kind of bribe in favor of the bribe. This way parliaments of big nations with many seats are not as annoying anymore as they were in the past.
national_bribes.png
Finally, manually placing a parliament seat no longer reduces absolutism. Getting seats assigned automatically, on the other hand, does cost absolutism.

All of these parliament updates are available if you have Common Sense (the original DLC which unlocks Parliaments) or the new DLC (which unlocks Parliaments too in case you don’t have Common Sense).

Now back to England / GB which have a bit more refined version of their parliament. Most issues they have access to now scale in their effect power with the influence of one of their estates:
influence_scaling.png

Note: I consider to push this all one level up, so that the 100% of the normal effect would be achieved between 20% and 40% already.

This has not an effect on the modifiers from the issues themselves though, only on the instant effects, so keep this in mind.

Bribes, on the other hand, scale with the loyalty of the estate:
loyalty_scaling.png
If an estate is disloyal, the cost of the bribe increases by 100%. However, if the estate is loyal then the bribe gets reduced by 50%. This stacks with the government mechanic of halved parliament issue costs, so it is possible that a single bribe might be as cheap as 1 Monarch Power.

Now with that all being said, let’s end this dev diary with the additional events England / GB / Angevin receives:
flavor_gbr.3.png

flavor_gbr.4.png

flavor_gbr.5.png

flavor_gbr.6.png

flavor_gbr.9.png

flavor_gbr.7.png

Note: This event is the starting point of 8 events in total which depict the different ways of how the English monarchs handled the reformation. Each option leads to different events. The AI always picks the one option which fits their ruler’s religion - even if it is against their country’s religion.

flavor_gbr.8.png

flavor_gbr.10.png

Note: the conditions for this event to happen are similar to the ones for its Reformed equivalent.
flavor_gbr.11.png


chapel_ENG_DD.png

And that was it for this week. Next week @Pavía will present content for the minor Great Powers, unique government reforms and additional estate privileges.

Until then I wish you all a nice week!
 
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Is there a way for Great Britain to be renamed to the United Kingdom? It did happen in the span of the game, in 1801. If the Angevin Kingdom can change its name, it would be nice if Great Britain can too.
And perhaps as well have the modernUK flag as well if we have conquered Ireland as well?
 
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Interesting.

Could you please squeeze in the following changes:
- please add a lvl.1 center of trade to Pale/Mide (Dublin) province? Right now there's only one center of trade in Ireland (Cork province), which is kinda lacking. As an alternative, the reward for "Conquer Ireland" mission could include adding a lvl.1 center of trade in Dublin. The same should apply for an Irish mission "Beyond the Pale". If either of these missions was already fulfilled, then reward is 100 admin points;
- Being an ideal spot for the capital, Dublin should be automatically made your capital when you press the descicion "Form an Irish Nation". Right now there's no such effect.

And please, do change the flag for England as a flag proposed for Angevin Union and vice versa.
 
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It's great that you're updating some older missions, but what I think really need attention are Middle East and cultural adjustment.

- Mamluks, Trebizond, Armenia, Georgia and both Qoyunlus should at least get some unique events. Mission trees would be great for them.

- Mazovia, Moravia and Silesia should get their little mission trees as you can make some really good scenarios with them.

- As for cultures: the map looks too modern and some culture groups are complete nonsense (Turks and Arabs in the same group or Albanians together with the Slavs). Below are few suggestions:

- Pomeranians shall be in West Slavic group (at least those in Wolgast and Stettin) with option to become Germanic (Pommersch?) later in the game (via event, maybe after 1500). Kashubian culture also should be introduced (West Slavic).

- Until 18th century there was a Slavic-speaking region called Wendland between Mecklenburg, Sachsen Anhalt and Brandenburg. So there should be two provinces of Polabian culture in game (West Slavic). Maybe Altmark and Prignitz?

- Give Turks their own culture group together with Azerbaijanis, with option via event to accept all Levantine cultures. The same for Albanians, they are also unique - they are not slavs and they are not Greeks. Gothic should be in Germanic group. Slovaks should be in West Slavic group.

- Western coast of Anatolia should be of Greek culture. Sinop and Canik - of Pontic. Armenians were still dominant in Cillicia and what is in game Dulkadir. One or two provinces in Karaman should be of (new culture) Cappadocian Greek. Aramaic and Assyrian people should definitely get their own cultures in game.

- The same goes for Coptic Egyptians who could also be a culture in Alexandria and Qus.
 
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Re: the East India Company flag, we chose to go with the earlier variant before the 1707 union flag.

1677601191515.png
Cute <3

I think a similar flag could be used for the Thirteen Colonies - but instead of the flag of England in the upper left corner there would be the flag of Great Britain.

Edit: BTW. I just imagined a monarchistic USA, which, depending on which nation it comes from, has such a name, e.g. Vinlandia after Norway.

It could also contain the flag of the former colonial state in the upper left corner.
 
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View attachment 951664
View attachment 951665
Note: Background UI is still work in progress. The Monarchists will start the civil war when it reaches -100, not 100. Not shown in the image: if the value drops below 0 the modifiers change to: +4 Global Unrest, -10 Years of Nationalism, -10% Idea Cost and -1 Yearly Absolutism.
I like a lot of stuff in this dev diary but it's very silly and more than a little confusing that for Britain there will be two different Absolutism sliders. The "Absolutism" mechanic and "Absolute Power" should be the same slider, because they represent the same thing. Also IMHO this sort of mechanic should exist for all countries.
More broadly, IMHO high absolutism should have negative effects and low absolutism should have its own benefits. Perhaps relating to trade? Historically, the British and Dutch - the two major mercantile powers of the 17th and 18th centuries - both didn't become absolute monarchies. Ultimately one could argue that the decline of France in the second half of the 18th century is because the French absolute monarchical system prevented France from forming the complex financial systems that powered the British economy.

EDIT: With regards to the EIC being a vassal - this is good! This is how all trade companies should work! The French and Dutch EIC equivalents also operated as semi-independent state-like entities, although never to the same extent as the British EIC. Also, it would be cool if the Trade Company government form had some mechanics of its own - e.g. a huge malus to manpower but they can recruit Sepoy special units, which get benefits if they rent them to nearby countries as condotierri (this is how a lot of early British EIC relations actually worked). If the British EIC is going to get more love, it should probably interact with the Mughals. Historically, the decline of the Mughal Empire directly enabled the EIC to seize control first of the Bengal Diwani rights and then, piece by piece, of the rest of India.

EDIT EDIT: How will the new Britain missions work with the Scotland mission tree? What missions will they now get if they form GB?

EDIT EDIT EDIT: Also, that's a VERY generous interpretation of Henry VIII's skills as a ruler
 
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Since this is an alt-history state, imo it makes sense for the player to be able to choose between 3 or 4 different names for the polity, perhaps even with mixed bag temporary effects for each. For example, you could give a choice between:

England-France
Angevin Kingdom/Empire
Great Francia?
Angevin/Plantagenet Commonwealth?
Norman Empire / Great Normandy?
The problem I have with 'Angevin' anything is that the Angevin dynasty is long gone. The term used for the 15th century brief union is the 'dual monarchy of England and France'.

Great Francia feels too early medieval to me, Plantaganet Commonwealth I don't mind too much but I think it is best to avid dynastic names and my issue historically is that by this time Gascony was far more important than Normandy.

I recognise this is alt history, but I think it shhould still be informed by real history and so the dual monarchy of England and France is a better model.

Om that note Pdx could use the royal arms of Henry VI for the new tag.
1677607928485.png
 
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So many things, I'm particularly happy to finally have the east India trade company and that managing parliaments is less annoying.
The Angevin alternate history route looks really nice and strong and the classic colonization route has been buffed quite a lot, still not as strong as spain but that's logic. Being able to choose the trade goods produced at a cost is pretty cool.

Also, who needs French musketeers when you can have royal marines and the military reassignment act!

I'm just a bit worried that right now AI simply don't handle oversees conquests well and india usually is full of powerful strong majors. I don't know if we will see a big east india trade company often, even in the late game.
 
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People, we all know that if England would won the Hundred Years War it all would be called France. :D
It would actually make sense if after winning HYW a player would get possibility to choose between staying England (get Great Britain missions) or becoming France (Angevin kingdom missions and ideas but named France and with English Flag) since France at the time was more prestigious title
 
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"These missions are available to everyone who forms GB." Wait, seriously? So we now have several mission trees for Russia and Spain depending on who forms them, four different fictional Scandinavias (Scandinaviae?) and two different trees for England/GB depending on whether you want to focus on Europe or rotw, but when forming GB as Scotland we're still going with... check notes... the Hundred Years War, War of the Roses and Subjugate Scotland?
That's... uh... Ok, you did a great job overall, but this particular detail is a little bit underwhelming.
 
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They are a really played country though
Yes they are. I for one like to play as Byzantium. What would be cool is to allow players to rename Areas as long as you control entire Area. What i have in mind are more Greek or Latin names for Areas in Anatolia or even Egypt. As for missions perhaps some missions could be adjusted to reduce culture conversion, since that's what most players would do and this is where "Reestablish the Theme system could play". Perhaps play into Pentarchy with the goal of mending the great schism. Perhaps also adding new Coptic culture in Egypt or ability to restore them where they would belong to Byzantine culture group. I would limit what if scenarios with Byzantium to basicaly restore the borders of the Roman empire under emperor Justinian the great. And speaking of RE perhaps Byzantium could have early acces to restore it if they control certain territories. My suggestion is Southern Italy with Rome and Sicily, some teritories in Balkans, Anatolia with Trebizond and Atioch and you can do it. Basicaly to reflect the borders of emperor Basil 2. These are just some of my thoughts regarding Byzantium.
 
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Another interesting thing are Royal Marines being better special unit than French Musketeers (-10% Shock Damage Received and +5% Discipline + normal marines bonuses vs +10% fire damage) even tho French musketeers were more elite than probably all other special units in game (yet they will have one the worst bonuses in game but will be the most common one which also makes no sense)

Also it will be nice if conquering England as France will give you possibility to recruit Man-of-war but in smaller amount
 
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The problem I have with 'Angevin' anything is that the Angevin dynasty is long gone. The term used for the 15th century brief union is the 'dual monarchy of England and France'.

Great Francia feels too early medieval to me, Plantaganet Commonwealth I don't mind too much but I think it is best to avid dynastic names and my issue historically is that by this time Gascony was far more important than Normandy.

I recognise this is alt history, but I think it shhould still be informed by real history and so the dual monarchy of England and France is a better model.

Om that note Pdx could use the royal arms of Henry VI for the new tag.

Yes, and if it becomes republic it should be named the Anglo French Commonwealth or something.
 
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Yes they are. I for one like to play as Byzantium. What would be cool is to allow players to rename Areas as long as you control entire Area. What i have in mind are more Greek or Latin names for Areas in Anatolia or even Egypt. As for missions perhaps some missions could be adjusted to reduce culture conversion, since that's what most players would do and this is where "Reestablish the Theme system could play". Perhaps play into Pentarchy with the goal of mending the great schism. Perhaps also adding new Coptic culture in Egypt or ability to restore them where they would belong to Byzantine culture group. I would limit what if scenarios with Byzantium to basicaly restore the borders of the Roman empire under emperor Justinian the great. And speaking of RE perhaps Byzantium could have early acces to restore it if they control certain territories. My suggestion is Southern Italy with Rome and Sicily, some teritories in Balkans, Anatolia with Trebizond and Atioch and you can do it. Basicaly to reflect the borders of emperor Basil 2. These are just some of my thoughts regarding Byzantium.
Would Paradox be interested on that front to update the missions for Byzantium as well? I think it deserves an update too seeing how popular it is.
 
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