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Europa Universalis IV - Development Diary 28th of June 2022

Dzień dobry! Welcome to today’s developer diary! We will be taking a first look at the new Polish, Lithuanian and Commonwealth trees!

But first, allow me to introduce myself. I am Big Boss, the newest addition to the Content Design team. I started playing Europa Universalis during 2011 and have loved spending time looking at and painting maps since then. More recently, I have been working on several mods, so some of you may know me from my work there. I am genuinely very excited to share with you all the hard work the team has been putting into this update and praise the immense amounts of support I have received from my new colleagues and mentors! As we delve into this developer diary, please keep in mind that the icons and event images as well as numbers displayed are by no means final!

The beginning of the game finds Poland rudderless, with her King, who maintained a union over Lithuania, Hungary and Croatia, having died a mere day earlier, after risking his fate against the Ottomans at the battlefield of Varna. Thus, Poland starts at a quite precarious state: a vacant throne, the Nobility’s Golden Liberty in full effect, and surrounded by powerful neighbors. At the same time, the Ottomans in the South and the Muscovites in the East are taking great steps to consolidate and expand their domain.

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So what’s new for Poland? For starters, they have access to two new T1 Government reforms. The first one is the Great Sejm reform, granted to them at game start:

2.png

Bear in mind that any and all numbers you see in this Developer Diary are strictly work-in-progress and are subject to change, especially in response to valuable feedback from the community!

The second T1 reform is a special reform for Poland upon accepting the Union with Lithuania:

image (30).png

Unlike the Great Sejm reform, the Polish Elective Monarchy grants the ability to elect various princes to the throne, a steeper absolutism malus and, similarly to the Great Sejm, it enables the Parliament and grants a reduced Unrest bonus.

Speaking of the union with Lithuania, it should be noted that some changes were made to that event. Now, it will fire even if Lithuania is a player. A Player Lithuania will be able to decline, but AI Lithuania will always accept. This was done in order to further facilitate the idea that Poland and Lithuania make a great co-op campaign, which is also complimented by both mission trees granting bonuses that follow the spirit of cooperation between the two nations. Here’s how the new event plays out:

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To further immerse the players into the gravity of their choices, I went ahead and added a few dynamic missions for Poland, based on your choice between the local noble or the Lithuanian PU. Accepting the Lithuanian union will lead you towards developing the Lithuanian core as well as elevating their nation financially and (later on) artistically as you prepare them for the eventual integration:

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This branch ends with you declaring the Imperial Commonwealth, which grants a powerful temporary bonus:

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On the other side, declining the PU with Lithuania will grant you the path that leads you towards the West via entering the Empire, leading it and passing reforms.

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Note: You will still receive claims on Lithuania and be able to form the Commonwealth!
The first mission’s reward is an event for the current Emperor to admit you in the Empire:
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This path will also contain new and innovative rewards such as the new modifier ‘Reasons to Elect’:

0.png

The final mission for the Imperial path of the West will imbue Poland with a sizeable bonus to their Imperial Authority Gain as well as extra Diplomatic skills for her ruler.

Main Body of the Polish Tree​

Addressing the aftermath of the Varna crusade will have a profound impact on the rest of the missions further below. Opting to pursue friendship with Hungary and/or Bohemia will lead both parties to a shared sphere of prosperity, historical friendship and powerful bonuses to last as long as the alliance is maintained. However, should you choose to rival and become antagonistic towards them, the reward will switch to a PU CB / Permanent Claims based on the country’s union eligibility. To be clear; you can pursue friendship with one of them and antagonize the other, the choice rests entirely with you!

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Internally, Poland needs to address the growing influence of the nobility. Regarding that, in the mission ‘Leverage the Magnates’, you are granted the opportunity to cooperate with them and win their favor via great concessions or directly oppose them. Keep in mind that due to their tremendous influence, opposing them is quite difficult. Working alongside them will reduce the cost of Parliamentary Bribes (which will be increased by default for 1.34) and grants a small Loyalty bonus until you pass further legislation as the Commonwealth to reduce their authority. Alternatively, if you dare to oppose their authority, you will gain an event to face a major uprising of Magnates that will also reward you with a unique new modifier:

XusG-PJ1TI34J6kO-2wWh9wpZ1shqmJ-wYxX6I3FbITFJ8Z7mw29ZDBACb_XWZfxdTRZb7QHD1ezgf5hza0yh_ejy8tjVBCYzllSuVsP9KbfOaJfHfYu_IYwwcMQV7zbZCpv0QjYvtnM8zYAcM8

image (42).png
The missions directly below it follow the turbulent history of Poland and will have you attempt to pass legislation and reform the government by undoing nobility influence. Choosing to oppose the nobles in the mission shown above will also impact the following few missions!

The mission ‘Great Sejm’ will unlock a new personality type ‘Reformist’ which grants more reform progress growth as well as new unique Parliamentary Issues for Poland! The new personality can be assigned to all rulers with at least 4 Administrative Skill.

Resolving the matter of Hungary and Bohemia will yield dynamic rewards based on whether you completed them via conquest or diplomacy. This also impacts the reward for ‘Balance the Princely Lands’:

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Moving on, you will also be tasked with harnessing the Polish Renaissance, dealing with the Piasts of Mazovia and developing Krakow:

image (31).png

image (32).png

On the Conquest front, you will be led towards quelling Roman’s Rebellion in the South and seizing control of Wallachia, raising troops from nobility strongholds and assisting the Prussian Confederation:

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Note: Assisting the Danzig merchants may lead to the formation of Royal Prussia as a subject under the Polish crown which will have its own few missions to break free from your hold!

Of course, the Polish tree holds many many more cool new additions, events and rewards and they are up to you to discover!

Finally, Poland (and the Commonwealth in general) will have access to a new special unit, the Winged Hussars! I am very excited to finally talk about this new unit.
  • They will be available for Poland and PLC via a national idea
  • In our current build you may recruit 1 Winged Hussar per 100 Development
  • They come armed with +1 Cavalry Shock and +100% Reinforcement Cost
  • They are further empowered by your choices in the mission tree!

image (33).png

The Winged Hussars have arrived!

As a side note, we currently have not chosen yet what colour the Carolean and Hussar unitbox will have. Janissaries are red, Cossacks are orange. Feel free to suggest potential colours!

The Lithuanian Mission Tree​

Alongside Poland, Lithuania will be getting her very own missions. It builds upon the old mission tree and greatly expands it, honing and improving upon the unique aspects of playing as Lithuania:

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Among the highlights of the Lithuanian tree are the ability to call upon a host of Cossacks, new unique T1 Government reforms (yes, plural!) and the potential to utilize the Tribes Estate for a limited time.

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Alongside these new additions, Lithuania will gain access to new events and flavor:

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If you choose to remain as Lithuania for a little longer beyond Administrative Tech 10, we made sure to accommodate your stay with flavorful missions that will entice you to stick around a while in order to get all the rewards and complete the tree:

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The Commonwealth​

Building upon the solid foundation that is the Polish mission tree, Commonwealth missions originally appear as part of the Polish tree, marked as “Locked Missions”. Unlike other formables, we took the creative decision to showcase the Commonwealth tree to the Polish player, before accessing it. The reason behind this is to prepare the player for whatever challenges and requirements the PLC missions will ask for and ensure the player is not caught off guard.

Thus, if you hover your mouse over the Locked Missions, you will see the requirements as well as potential rewards beforehand.

Now that’s out of the way, let’s take a look at some of the missions we have in store for the Commonwealth, starting with this one, my favorite, ‘A Lifetime of War’

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Note; Since the mission only requires one of the listed requirements for it to be completed, you may see fewer choices in your version of the event, based on which way you choose to complete the mission. Shape and sharpen your army the way you want to!

Note: Please be aware that these numbers are not final!

A PLC tree would not be complete without its ‘Invest in Eastern Poland’ Mission, which requires you to have 40 provinces with a manufactory or a level 3 Center of Trade and either 40% Global Trade Goods Produced or 7 ‘Trading-in’ Bonuses. Here is the reward:

image (34).png

Following in the steps made before forming the PLC, and after completing the Great Sejm mission, you will gain access to flavor missions that will assist you in passing and repealing the Articles of Agreement (Pacta Conventa) and even rewriting them completely from scratch, with more favorable terms on the behest of the monarch, if you chose to oppose the Magnates in a previous mission:

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The conclusion of the major flavor part of the tree is the mission ‘Dominate the Markets’ which grants a new mechanic we made specifically for the PLC, the ability to reset or extend a Golden Era:

image (38).png

image (35).png

External Affairs of the Commonwealth​

No major mission tree would be complete without a robust conquest path. That much is true for the PLC, which will be granted missions, a new Casus Belli and even gain Streltsy as a one-time reward from one of their missions:

image (36).png

image (37).png

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Moving on, ‘Prevent the Deluge’ will task you with dealing with whoever the ruler of Scandinavia is, be it Sweden or anyone else. You may deal with them in a multitude of ways, including diplomacy or conquest. Should you choose to approach Sweden diplomatically, both nations will be positively impacted by a wave of prosperity. Sweden will gain +25% increased production for its metals and historical friendship while you will gain direct access to Scandinavian copper and iron, reducing your overall military costs:

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The final conquest mission for the Commonwealth will set you up to become a supreme great power, requiring you to be a hegemon and have a tremendous amount of development under your belt:

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Note: Development Efficiency’s number will be green in the final build!

The philosophy of the PLC missions is that of a tree whose content should last the average player till around the 1700s at the very least, so expect a lot of hard work and very worthwhile rewards from every single mission in this tree!

While we are on the subject of the Commonwealth, I would like to showcase some new implementations that the team worked hard for. As I mentioned above, the PLC will now enjoy a lot of new content including 2 different sets of National Ideas. One for nations whose primary culture is Lithuanian and one whose primary culture is not Lithuanian (namely Poland as an example):

Polish PLC Ideaset:

Code:
PLC_ideas = {
    start = {
        nobles_loyalty_modifier = 0.1
        num_accepted_cultures = 2
    }
 
    bonus = {
        monthly_reform_progress_modifier = 0.25
    }
 
    trigger = {
        tag = PLC
        NOT = { primary_culture = lithuanian }
    }
    free = yes
 
    plc_prosperous_folwarks = {
        global_trade_goods_size_modifier = 0.10
    }
    pol_jagiellonian_university = {
        idea_cost = -0.10
    }
    plc_the_obrona_potoczna = {
        drill_gain_modifier = 0.25
        army_tradition = 1
    }
    pol_winged_hussars = {
        cavalry_power = 0.3
        can_recruit_hussars = yes
    }
    plc_refine_our_golden_liberty = {
        monarch_admin_power = 1
    }
    pol_royal_guards = {
        infantry_power = 0.10
    }
    plc_tempered_by_neighbors = {
        discipline = 0.05
    }
}


Lithuanian PLC Ideaset:

Code:
PLC_LIT_ideas = {
    start = {
        global_manpower_modifier = 0.25
        tolerance_heretic = 3
    }
 
    bonus = {
        governing_capacity_modifier = 0.15
    }
 
    trigger = {
        tag = PLC
        primary_culture = lithuanian
    }
    free = yes
 
    warlord_dukes = {
        max_hostile_attrition = 1
    }
    plc_tempered_by_neighbors = {
        discipline = 0.05
    }
    new_magdeburg_laws = {
        development_cost = -0.1
        global_trade_goods_size_modifier = 0.05
    }
    reciprocal_guarantee_of_two_nations = {
        all_estate_loyalty_equilibrium = 0.05
        diplomatic_annexation_cost = -0.15
    }
    lithuanian_hussars = {
        cavalry_power = 0.2
        can_recruit_hussars = yes
    }
    statutes_of_lithuania = {
        global_unrest = -2
    }
    lithuanian_renaissance = {
        technology_cost = -0.05
    }
}

Special thanks to Verinity Void whose National Ideas work was partially adopted for the Polish PLC ideaset!

I am at your disposal for any questions you may have about the trees, as I’d love to read and answer your feedback, and also feel free to suggest tweaks as well. Thank you for taking the time to read my very first Developer Diary! Next week my colleague @Ogele will come back, to talk about some sea-related new content.
 

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They should add Kashubian culture.
I am a Kashubian, and I see that as pointless, not all Slavic Pomeranians ( https://en.wikipedia.org/wiki/Pomeranians_(tribe) ) were Kashubians. Responsibly only 2 provinces in EU4 could have Kashubian culture (Tuchel/Tuchola and Danzig/Gdańsk), and making them Polish culture would be representation for Kashubians as well (like for Mazovians, Polans, Vistulans, etc).
 
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Well, it's a personal choice about following developers' idea or not. But a more adequate space for players will make game more interesting, I believe. Mission trees can be limitation on players' creativity some time, no offense to anyone.


The age when Czech and Poland had many similarities. Hope that if EU5 would contain dymatic cultures, Pomerians can be interet into west Slavs. I like changing cultures when play, and changing all provinces in Neumark and Pomerania costs much.
It cost. It would be nice have something like that. I think bigger issue is with Slovakia not in West Slavic Culture.
They should add Kashubian culture.
I am Kashubian and I remember there were few debates about this culture.
I am a Kashubian, and I see that as pointless, not all Slavic Pomeranians ( https://en.wikipedia.org/wiki/Pomeranians_(tribe) ) were Kashubians. Responsibly only 2 provinces in EU4 could have Kashubian culture (Tuchel/Tuchola and Danzig/Gdańsk), and making them Polish culture would be representation for Kashubians as well (like for Mazovians, Polans, Vistulans, etc).
Maybe Stolp too. I think better would add Pomeranian culture into West Slavic Culture with Mission.
 
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Maybe Stolp too. I think better would add Pomeranian culture into West Slavic Culture with Mission.
Slavic Pomeranians in Slop in 1444 would be correct, Kashubians not so much (more less on topic about were Kashubians lived I would recommend https://repozytorium.amu.edu.pl/bit...Wedrujace_Kaszuby__Ujecie_antropologiczne.pdf )
Germanic Pomeranias in game are west of Oder river and in general Slavic Pomeranians did not lived there, those were Obodrites and Veleti, so not really, tbh I don't think that German culture in Pomerania should be called Pomeranians, it is just Europa Universalis thing and kinda giving oppressors name of the oppressed
 
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I think bigger issue is with Slovakia not in West Slavic Culture.
This is something that bothers me the most. Their own name suggests that they should belong to West Slavic groupe and that they're Slavs.


Germanic Pomeranias in game are west of Oder river and in general Slavic Pomeranians did not lived there, those were Obodrites and Veleti, so not really, tbh I don't think that German culture in Pomerania should be called Pomeranians, it is just Europa Universalis thing and kinda giving oppressors name of the oppressed
I do agree with the statement. There should be Slavic Pomeranians as well as Germanic ones as a part of Germanization or something like that. Also perhaps there should be Germanic counterpart for Silesians. Desicion perhaps and depending on which cultural groupe you belong you could basically transfer culture from one groupe to another. So lets say that you play as Prussia a decision "Germanization of Silesians" would exist with the effect similar to "Adopt Manchu Identity".
 
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I do agree with the statement. There should be Slavic Pomeranians as well as Germanic ones as a part of Germanization or something like that. Also perhaps there should be Germanic counterpart for Silesians. Desicion perhaps and depending on which cultural groupe you belong you could basically transfer culture from one groupe to another. So lets say that you play as Prussia a decision "Germanization of Silesians" would exist with the effect similar to "Adopt Manchu Identity".
I agree with general idea, but not with terms used, Pomeranians and Silesians should be just Slavic as they are Slavs, name should be different, and I would they Geman population of those lands did not called them self like this, but maybe someone from Vorpommern could answer that
 
I am noob but i got a question. Where i have to put code plc in game to get a bigger tree a more mission?
Nowhere. The content presented here and in recent diaries isn't in the game yet, it's going to release in the near future, either towards the end of this month before the developers take a vacation in August or after they come back from said vacation.
 
I agree with general idea, but not with terms used, Pomeranians and Silesians should be just Slavic as they are Slavs, name should be different, and I would they Geman population of those lands did not called them self like this, but maybe someone from Vorpommern could answer that
Yeah i get you. And about Silesians i didn't explain well. I'm not saying that Germanic Silesians should exist at the start game just in the case that Germanic culture manages to conquer that teritory and transfer them into Germanic culture. Be it a German counterpart for Silesians. And the same could work for Pomeranians.
 
@PDX Big Boss
any chance we could find out something more about Polish elective monarchy ? will there be any changes compared to current elective monarchy ? statement "ability to elect various princes" is pretty vague,
It would be nice to get option in at start to chose Mazovian ruler Boleslaw IV and inherit Mazovia or even Brandenburg elector Frederick II like it was debated before 1447
and with choosing Kazimierz Jagiellon or Boleslaw Piast it would be nice if election could reflect fact that principle of election continued in effect throughout the nearly two centuries of the Jagiellon Dynasty, but just as in Piast times, it actually amounted to mere confirmation of the incoming heir ( https://en.wikipedia.org/wiki/Royal_elections_in_Poland ) with some minor malus like -10% tax for 10 years, maybe with a dynastic disaster in second half of 16 century
current elective monarchy in Poland/Commonwalth is a mess and has nothing to do with a way elective monarchy worked before 1572 (especially in Lithuania where monarchy was hereditary)

I think that at start there should be a choice between Piast/Jagellon at the start with somewhat hereditary monarchy (after every monarch death player gets a choice to elect current heir (if there is none then Free election) with some minor malus or just cash spent or going to Free Election and mid game disaster that would lower fertility of a monarch with low, like 25% chance for a heir) and Struggle for Royal Power ending those events or going to Free Election (it could even be like it is now in game, since both are mess, just different kind)

Free Election is actual name of Commonwealth elective monarchy, so government reform could be called like this as well

lots of questions and comments about elective monarchy here but no comment from PDX on this subject

and one more thing ;) it is Commonwealth of Both Nations :)
 
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First I wanted to thank you for focusing more on nations internal matters instead of just claiming foreign provinces. I have some ideas for making the game more challenging and maybe closer to reality. I just wanted to share these so everyone can see if they are good or not.
1- Making diplomacy more complicated and money related with options like buying provinces (even if it is just from allies). For example Russia can buy Crimean provinces from Genoa instead of declaring war for them because it's irrelevant in the big picture (those provinces aren't even in the HRE).
2- Peace deals for now are either win or lose. It can be 2-way. Countries can swap provinces (I don't know if it can be in EU4 or EU5!) so we both can have proper provinces for our focus and missions (e.g. Spain can cede its islands to Portugal for taking Ceuta to level the war score).
3- Warfare for countries with colonies are a little complicated because you can't get full war score even if you occupy all of main continent provinces of the target country.
4- Permanent armies in this time in history were new and wars often fought with mercenary companies (e.g. the Hungarians found Black Army in 1462 and it had just 6000 soldiers, compare it with EU4). I know for gameplay purposes it can not be as little as that but it can become more realistic with more use of mercenary companies and the ability to mothball armies. Armies can be mothballed and the soldiers get back to manpower pool until declaration of war and getting back to business :)
by the way I don't know if being in a war gives you army tradition or not but it will probably a good idea.
5- Attrition isn't a great defensive factor right know. I don't know how can it become better but even sieging down Russia by Ottomans isn't that hard (and we all now about Russian winters)
6- Some minor changes to the mechanic of military access can be good. It is quite strange for me to see Ottomans siege down Paris frequently and all of Christendom let them pass their states :)
7- Talking about Ottomans reminds me of their campaigns. They couldn't capture Vienna in 1532 because of bad weather and bad supply lines but in EU4 it isn't that bad. You can field 100k and don't think about any attrition. I think a system of supply lines can fix this issue but I don't know if it is possible in EU4 or we must wait for EU5. As I'm typing this I'm thinking about raiding enemy supply lines as a defender :)
8- For the estates I think manpower pool must be in relation to the crownlands. A king with no crownlands must not be able to raise and keep an army, Instead the nobles of the country are the ones that control a portion of the army and if they rebel the manpower pool and the armies hit very badly. All of it is just suggestions for hitting the seize crownland button more carefully and make the rebels more powerful. For example when a province has no autonomy it gives full manpower. If that province revolts, the provinces related to revolt should immediately stop giving manpower and production and trade until the rebellion crushed. This way the rebels considered more challenging.

I hope you read my ideas and say if they are worth being in the game or not. Thanks for reading them though :)
 
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I am noob but i got a question. Where i have to put code plc in game to get a bigger tree a more mission?
Well, codes are for Devs readers to know what the new national ideas are, but u do can put the code of ideas into game, and experience new national idea XD
Find the file of ideas, then search and replace.
 
@Heinith any chance we could find out something more about Polish elective monarchy ? will there be any changes compared to current elective monarchy ? statement "ability to elect various princes" is pretty vague,
Hope that it would noe be hoi4 NSB type of assembly line XD
 
We will definitely take a look when we get a chance, thank you for reporting it!

It's poor timing for extensive localisation additions, I can't promise anything but we will see

Thank you SO MUCH for this wonderful comment. Your suggestions were inspiration for me to delve into the script and make some tweaks based on your ideas.
I would like to note of 2 new key additions for the Winged Hussars, in the spirit of amplifying them enough so they have good punching power but will never be a full frontline:
  • Added a new Estate Privilege "Sponsor Hussars" for the Nobility, where basically they fund the arming and recruitment of more Hussar squadrons, grants you a flat +5 Possible Hussars and can't be repealed for 50 years (to avoid cheesing the privilege). Also has a steep hit to Absolutism of -15 (numbers can change). So now you go from having 8-10 to about 15-17 Hussars, quite sizeable for 1 powerful stack imo.
  • Removed the Drill Decay for Hussars and replaced it with +33% Morale Damage, might even do +50%! I will run some tests over the weekend to see how they perform and tweak accordingly.
Unfortunately, tying the loss of a specific special unit to a country-wide effect would require extensive background work, the time for which we do not have. But, rest assured, the Hussars will be quite the destructive force!

As always, thank you all for the valuable feedback and thank you for helping shape my work to become better and more enjoyable for everyone! ^_^
(p.s. I will try to see if we can create a Latin Empire tag but NO PROMISES)
"Removed the Drill Decay for Hussars and replaced it with +33% Morale Damage, might even do +50%"

This looks OP. Of course you will do some testing and see but please don't make them OP.

We already have a quite a few broken things in EU 4.
 
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"Removed the Drill Decay for Hussars and replaced it with +33% Morale Damage, might even do +50%"

This looks OP. Of course you will do some testing and see but please don't make them OP.

We already have a quite a few broken things in EU 4.
Probably they will have bigger costs and slower reinforce speed with small number. Winged Hussars that time were most op unit. They win batlles with Streltsa, Jannisarys and Carolines.
 
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On the topic of tweaks and communication, please remember we have already said "No New Tags" introduced in the game. The reason behind this is that new tags (even when not active) pose a great strain on the performance of the game. I really wanted to have the Latin Empire appear as its own tag but for now it's just Byzantium with another name (or perhaps a modifier if you are Catholic?) and *potentially* Crusader ideas (based on whether or not you will like this suggestion!)
Let me know what you think and what the best way to tackle this issue might be, from your perspective!
Could you not add a 'Deluxe' DLC which adds all the performance affecting stuff in?
Most players will be able to run the game fine with extra tags, as seen in how people can manage when playing modded games that add extra tags.
You can have the "Byzantium remixed" be the normal one and add the Latin empire in the dlc
 
The update seems fun and exciting, but I have one BUT - Cossacks.
No mention of their struggle for independence/autonomy. While in real life after the Union of Lublin, the Ruthenian population was oppressed and Polonized. yet in-game we always have Ruthenian as an accepted culture and great religious tolerance. Not to mention there is no malus for converting orthodox provinces to Catholicism.
This created a soil for the uprisings like the biggest one - the Khmelnytskyi Uprising that led to the creation of the Hetmanate (Kingdom tier) (which can be a new tag in the Ruthenia region that will spawn as a vassal of the Muscovy/Ottomans/any other PLC rival in case that PLC will have this disaster triggered) that led to the decline of the PLC. Or smaller uprisings/events for autonomy that can lead to the creation of Zaporizhia (which should be named The Zaporozhian Sich) (County/Duchy tier) as a separate vassal/march that can be effective in repelling the aggression from the east and south, or be a bit of a pain in the a** if their liberty desire (or outcome of some events)will lead to their disloyal status. Sich as an entity (vassal of Lithuania) should be present if not from the start date, then it should spawn as a vassal in 1471.
No Greek-Catholic church as an option for faith, wth great prospect to re-establish Chalcedonian Christianity for example, for those players that think big. To be honest I thought that after Hussite, the Greek-Catholic denomination will come next.
No separate event/mission for The Treaty of Hadiach that should lead to the humanistic and tolerant and maybe tall way of playing the PLC...

Some of the Developers mentioned that they could not fit everything in one dev diary, and some of the PLC missions are hidden, so I have a bit of hope that there will be a separate DEV-Diary for the Sich/Hetmanate and Ruthenia region.
 
While in real life after the Union of Lublin, the Ruthenian population was oppressed and Polonized.
While Commonwealth existed no one was Polonizing anyone, some people did Polonized, but on their own. Neither did Commonwealth oppressed Ruthenian population, but true they where oppressed, like most of ppl living in Europe. While Commonwealth existed no one cared that much about nationality of ppl living in any country, those times came a bit later, and while im quite sure Commonwealth would have it share of Polonizing it's not Polish population, it just did not got a chance to do so.