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Europa Universalis IV - Development Diary 7th of March 2023 - All Blue

Hello and welcome to another Development Diary! Today we will be talking about the new, yet undisclosed content for Europa Universalis IV: Domination, the new expansion that was announced yesterday!

We are very excited to show you the final features that we will include. But let's start by addressing some of the countries that may be on the list of what could be considered Early Modern Great Powers, the main theme of Domination, and that will not receive new content in this expansion. First of all, you may have noticed (and widely requested) new content to be included for two of the ‘historical winners’ in the Middle East during this time period, the Gunpowder Empires of Persia and the Mughals, and also for some other ‘historical losers’ in the area, as the Mamluks. To be clear, they were left out of this expansion on purpose, since we have future plans for the Middle East, so you can expect us to create new content for them in the future. Some of you may have also wondered why countries like Venice, Netherlands or Austria are not in this expansion. You’ll see later that some of them have received some extra flavor in Domination; but, apart from that, today we want to show some countries that we decided to focus on, and that received more extra content, which are:
  • Portugal
  • Prussia
  • Korea
On top of that, we will also be talking about the following new content:

  • Naval Special Units
  • Government Reforms
  • Estate Privileges
With that being said, let’s start with a country that I promised a couple of weeks ago would receive new content - Portugal! Or do we call it now Bluetugal? Anyway, we have reworked some of the older features of the country a bit. First, there was a redesign of its mission tree. Let’s take a look at its new shape:

Portugal 1.png

We reorganized it for better consistency. On the upper part, all the missions related to Exploration and Colonization. We reworked some of their rewards, improved the flow of some of them, and added a few more as well, after reading your feedback in the forums over the past couple of weeks:

Portugal 2.jpg

Portugal 3.jpg

Portugal 4.jpg

‘Sails of Exploration’ and ‘Charter the Seas’ add some flavor to the early Explorations made by Portugal.

Portugal 5.jpg

Portugal 6.jpg

Portugal 7.jpg

‘Clash with the Ottomans’ adds a mid to late game objective regarding the Portuguese push for Hegemony in the Indian Ocean, also adding an extra buff to the Portuguese Marines.

Portugal 8.jpg

Portugal 9.jpg

Portugal 10.jpg

‘Reform the Navy’ unlocks Caravels and Galleons special ships for Portugal, while ‘Lusitanian Empire’ makes for a more interesting reward if completing the lower half content of the Portuguese mission tree.

Apart from that, we also have created two unique Government Reforms for Portugal. The first one is a Tier 1 reform (meaning that Portugal will start with it):

Portugal 11.jpg

While the second one is a Tier 5 unique Military reform, which opens a new decision on top of the reform modifier:

Portugal 12.jpg

Portugal 13.png

To complete the rebalance of Portugal, we also took into account your suggestions for the Order of Avis, and changed their sailors for a more defensive approach for them:

14 Portugal 14.jpg

And we also added a couple of Salt resources in Portugal:

15 Portugal 15.jpg

Now, let’s move to the Prussia rework, which is presented by @PDX Big Boss !



Hey everyone, Prussia has long been a great and fun nation to play as, in Single and (especially) Multiplayer. As we revamp the content of the Great Powers in Domination, I saw it fit to revisit Prussia to some degree and give them a touch-up to accompany the upcoming Expansion. The idea behind this content is that Brandenburg feels like it’s surrounded by very powerful neighbors and rarely is allowed to grow and evolve into Prussia. This is especially true in Multiplayer scenarios, where the Polish, Scandinavian and Austrian players end up bullying little Brandenburg out of key provinces, such as the areas of Eastern and Western Prussia or Silesia etc. Alongside the new Prussian Blue color, I worked through nearly every single mission, providing new requirements and rewards, estate privileges, mechanics and more! Let’s take a look at some of the highlights:

15.5 Blue Prussia.png

Starting off, Reclaim Neumark will offer a new dynamic reward as shown below:

16. Reclaim Neumark Mission.png

Depending on your relationship with the Holy Roman Emperorship, conquering provinces outside of the Empire’s domain will yield a different bonus!

The mission ‘Ansbach Succession’ is now tied to a unique new “Timed Reward” challenge. Should you accept the union with Ansbach in the ‘Franconian Hohenzollerns’ event, you will trigger the mission’s timed challenge, starting the countdown. You will have 5 years at your disposal to reunite the Franconian lands, enjoying a powerful new reward if you are victorious:

17. Franconian Conquest Timed Reward.png

However, as the reward is very powerful, failure will also set you back a good deal as your lands in Franconia will declare independence and in return worsen your relations with your neighbors.

Disaster in Franconia.png

This is an experimental feature due to the fact that I feel like it's a good bit of a challenge for those who wish it. Please keep in mind you can circumvent this feature should you feel like you don’t wanna deal with it!

The mission ‘The Balance of Power’ will empower the Brandenburg Gate Great Project (for owners of Leviathan) with the following reward:

Balance of Power Mission.png

‘Conquer Greater Poland’ will grant the following reward should you complete it with 200 Development in the Polish region, granting you access to a very powerful Age Ability, as the de facto ruler of the Polish domain:

Conquer Greater Poland Mission.png

To be clear, you won’t need to complete the mission DURING the Age of Reformation!

Lastly, as far as Brandenburg-accessible content is concerned, a small pet-peeve of mine has always been the canals. They always felt somewhat underutilized and I would love to see them being built more often as they can provide a strategic advantage and a dynamic change to wars, especially in Multiplayer. To (at least partially) address that, the mission ‘Construct the Kiel Canal’ has had its requirements and rewards changed, to spawn the Canal upon completion:

Construct the Kiel Canal.png

Note: An idea I had during development would be to have the ability of closing and opening the canal, either in general or towards foes but alas, it was not meant to be. More on Great Projects at a later DD.

Moving on to Prussia, they will gain access to some new missions as per the Emperor DLC dictates. What is important to note here however is that Militarization as we know it , as far as Prussia is concerned, has changed.

Prussia now starts with a new version of it, called Early Prussian Militarization:

Militarization 1.png

A few easily-digestible points here:

  • The first level of Militarization is weaker than the 1.34 equivalent.
  • Only Prussia will have access to this, everyone else that uses Militarization will keep the 1.34 iteration.
  • I would like to reinstate the decay of Militarization so it’s not a button you press 10 times and then forget about for the rest of the campaign, that is not very engaging. The idea is that you should always weigh your Mil power and think “Do I want to get a temporary boost, cap my Militarization or boost it ?” especially during wars and crucial battles.
  • Prussia does not need a special unit per-se. The entire army should be bolstered by this mechanic instead, not a few select parts of it. The army IS the special unit.
And how will this mechanic evolve as the game goes on? By completing these 2 missions:

23 Army Reforms and An Army with a State.png

Each will upgrade the mechanic, not only by unlocking more powerful bonuses but also adding new interactions as we will observe further down.

23 Army Reforms.png

25 Militarization 2.png

So the second level is essentially similar to 1.34 Militarization. The only difference here should be the decay, notice how the jump from the first to the second level also increased the decay of it.

Which leaves us with the final level of Militarization. If you are an enemy of Prussia, I would highly advise you to NOT let them reach this stage:

26 Prussia Mil.png

Note: these icons are a WIP!

Scharnhorst Manuevers Button.png

Reform the Military Manual Button.png

At this point I should note that these numbers are very much a WIP and I welcome all feedback, I love Prussia and I want this evolution of the Militarization mechanic to be as interesting and usable as possible. So as far as this new mechanic goes, feel free to chime in regarding stuff like the bonuses themselves, how much they should cost, the decay of each level etc.

Before we move on to another topic, I would like to thank Stiopa for providing me with a few new flavor events, which I plan on adding as part of the base game! And now, @Ogele is going to show you the new content for Korea!



Heya!

While my two colleagues cover two “minor” great powers of Europe, I figured it would be nice to expand Korea a little bit with Domination as all of its neighbors were given extensive overhauls. Generally speaking, I have always been more or less happy with its mission tree, though some of its mission rewards and requirements are in need of a revisit which will happen over the next few days.

With that being said, I still felt like Korea deserves something to make it stand out amongst the hordes of the North, the Empire to its west and Samurai to the east. As such it was only fitting that they receive their own unique Tier 1 reform:

korea_reform.png

korean_focuses.png

Its starting privilege - the “Inward Perfectionism” - has been turned into a three-button government ability for Korea, where they can set their path of how they interact with the world. As the community seems to dislike the idea that Korea expands, the AI will always choose Inward Focus and is prohibited from declaring any wars while they have the Inward Focus.

However, due to the nature of EU4, having only the Inward Focus is not necessarily a lot of fun for many players. As such, Korea also has access to the Outward Focus - one which focuses on interacting but not fighting with outside nations - and an Expansion Focus - the epitome of the EU4 gameplay loop. You can select a new focus every 20 years or when you get a new ruler.

Additionally to this, Korea’s ideas have been revisited. It was promised in 1.33 that they would get an update and it finally has happened:

Code:
KOR_ideas = {
    start = {
        build_cost = -0.1
        land_morale = 0.1
    }
    bonus = {
        infantry_power = 0.1
    }
    trigger = {
        tag = KOR
    }
    free = yes
    kor_uijeongbu = {
        advisor_cost = -0.1
        all_estate_loyalty_equilibrium = 0.05
    }
    metal_movable_type = {
        adm_tech_cost_modifier = -0.05
        innovativeness_gain = 0.5
    }
    choi_mu_seon_gunpower_engines = {
        fire_damage = 0.1
    }
    korean_artisanery = {
        prestige = 1
        development_cost = -0.05
    }
    hyanyak_system = {
        production_efficiency = 0.10
    }
    geobukseon = {
        ship_durability = 0.1
        naval_morale = 0.05
        has_geobukseon = yes
    }
    kyujanggak = {
        idea_cost = -0.1
    }
}

Two things to be mentioned here: the Hangul Alphabet is a big part of Korean history and technology, and while it has been removed from the ideas, it has not been removed from Korea itself.

31 alphabet.png

Note: there is also a revoke decision if you want to get rid of the increased unrest.

The Hopae System itself has become a decision too:

32 hopae.png

The Korean ideas also unlock a new special naval unit for Korea: the Geobukseon Galley:

33 geobukseon.png

The amount of Geobukseon you can construct scales with Navy Tradition. At 100 Navy Tradition, 50% of your Naval Force Limit can be made of Geobukseon ships.

Some other small additions for Korea are the additions of the Tripitaka Koreana and the Righteous Army military reform. Starting with the former, the Tripitaka Koreana is a permanent province modifier which is quite similar to the Emerald Buddha in Chiang Mai. Located in Jinju, the modifier has the following effects:

34 tripitaka_koreana.png

Note: Not shown is the Karma decay for Buddhistic nations.

It is possible for another country of the Eastern Religion Group to steal Tripitaka if the province gets occupied by outside forces:

tripitaka_stolen.png

In order to counteract this, the owner of the Tripitaka Koreana has two decisions which reinforce the defense of this collection.

36 tripitaka_defense.png

37 tripitaka_evacuation.png

Note: the latter decision is only available in a defensive war.

Finally let us tackle the unique military reform of Korea: the Righteous Army. Once just a mission in their mission tree, it is now a government reform in the fifth tier (which I will go into detail later) with the following effects:

38 righteous_army.png

Once selected, you will have access to the following decision when you are in a defensive war OR 10 provinces of your culture have been occupied:

righteous_army_decision.png

The Righteous Army is an emergency mercenary unit with only 10% of its cost and can be recruited like any free company can be:

40 righteous_army_merc.png
Note: I am aware that the Righteous Army is basically a force of peasants which defend their homeland from invaders. I excluded them from the Army Professionalism cost as it would be a bit awkward from a gameplay perspective to be punished for recruiting a special mercenary company with such a niche.

Once peace has returned you get the following event:

41 righteous_army_peace.png

That is it for Korea for the time being. I want to express my gratitude towards Estaloy who helped me a lot with giving good ideas for Korea and as well as giving inspiration for many other aspects for 1.35. I wouldn't have gotten so far without her support.

Unlike other nations, Korea is one of the states which I personally would like to expand with every patch a little bit as there are still a few things to cover such as highly factionalized infighting. However, time is of the essence, and as such we have to move on now to another topic.

Korea, England, Portugal and Castile are not the only countries that have gained access to new special naval units, the new feature that we are implementing in Domination.

Countries of the Venetian or the Ligurian cultures have access to the following Tier 5 government reform:

42 merchant_arsenal.png

43 galleass.png


Galleasses are similar to Geobukseon as the amount of available galleasses scales with your navy tradition. However, you can only construct them in provinces that have either a dock, drydock, shipyard or grand shipyard.

The other special naval unit went to the Dutch and Flemish countries which have one of the three Dutch governments (more about them later).

44 VOC.png

The VOC Indiamen is even for special units extraordinary as it is the only non-transport ship that can actually transport land units. Combined with their ability to protect trade and their additional cannons, the VOC Indiamen are a master of utility. However, you only have 20% of your naval force limit available for you. Any additional force limit available for VOC is increased by your Trade Efficiency. At 100% Trade Efficiency you would be able to recruit 25% more of your total naval force limit as VOC Indiamen.

Now, let’s move to the new Government Reforms and Estate Privileges that we created!

A big part of 1.34’s success was the introduction of many new government reforms which expanded the choices a player could make during their campaign. 1.35 and Domination will continue this trend with the addition of a new government tier and more tier 1 reforms all across the world.

Let’s get started with the new tier!

45 new_tier_5.png

46 tier_5_reforms.png

Note: These reforms and the tier are part of the 1.35 free update. It is a shared tier between Monarchies, Republics, Theocracies and Tribal governments.

You might have noticed that none of these reforms give “hard” land military modifiers. The general idea was that the generic military reforms should be somewhat of a utility reform for your army. Depending on the situation you might want to pick a different reform.

The three exceptions to these are the mercenary as well as the naval reforms. The former gives mercenary discipline in order to encourage active usage of mercenary units for combat (this is especially directed at players like me who love to park their merc units on a fort and forget about them until a siege is over) while the latter is more for the role play aspect.

With that being said, Domination itself brings additional reforms for the 5th tier. These reforms, however, are locked behind specific culture groups in order to give variety to the world. Here are are some examples:

47 specific_reforms.png

Note: As usual, neither numbers nor modifiers are final.

Some reforms enable certain mechanics unique to the government reform. For example, completing the mercenary ideas unlocks the following government reform:

48 elite_mercs.png

49 meme_build.png

Note: The actual price is 0.1 Years of Income.

Now that we have covered the tier 5 reforms, let us return to Tier 1. While the addition of many additional reforms was highly praised, we still were feeling that a bit more variety is missing. As Domination is already a DLC focusing on a global scope, it was only fitting that we introduce new Tier 1 reforms in order to make regions have something to look forward to with the upcoming update and DLC:

50 starting_tier_1.png

A few other new Tier 1 get unlocked as you play through your campaign and form other countries:

51 formables_tier_1.png

Additionally, Domination will unlock some “over-the-top” government reforms for achieving a difficult-ish feat:

special_formables_tier_1.png

Last but not least, Domination enables two new generic Tier 1 reforms for Monarchies and Republics:

52 elective.png

Whenever a new ruler ascends the throne you get the following event pop-up:

53 election_event.png

You always have the option to choose one from your nobility to become the new ruler. Additionally, if you border a country that is not independent, has the Nobility (or its Indian equivalent) estates, is a monarchy, is not at war with you and is not in a regency then you get the choice to elect one of the said country’s relatives to your new ruler. However, this specific ruler is the only one whose stats you cannot see before.

The event will always pick the most developed country as the origin of this foreign noble. Of course I want to point out that this is subject to changes.

The other reform is one for the Republics:

54 civic.png

Unlike other Republics, this reform tries to mix things up by introducing max terms for a ruler to rule.

55 max_terms.png

Of course this stands to the antithesis of the optimal play of Republics where you want to re-elect the same guy over and over again. Because of that, this reform aims for making modifiers which increase the length of terms and more stats for random candidates more attractive by giving new rulers a new lifetime long modifier which makes choosing a new candidate:

56 candidate_bonus.png

There are in total 15 modifiers, 5 for each category (ADM/DIP/MIL). Here is the list of possible modifiers to get from your ruler:

Code:
civic_republicanism_focus_government = {
    reform_progress_growth = 0.1
}
civic_republicanism_focus_expansion = {
    core_creation = -0.05
}
civic_republicanism_focus_technology = {
    idea_cost = -0.05
}
civic_republicanism_focus_stability = {
    stability_cost_modifier = -0.1
}
civic_republicanism_focus_religion = {
    global_missionary_strength = 0.01
}


civic_republicanism_focus_diplomacy = {
    diplomatic_reputation = 1
}
civic_republicanism_focus_court = {
    all_estate_influence_modifier = -0.05
}
civic_republicanism_focus_trade = {
    trade_efficiency = 0.1
}
civic_republicanism_focus_subjects = {
    diplomatic_annexation_cost = -0.05
}
civic_republicanism_focus_development = {
    development_cost = -0.05
}


civic_republicanism_focus_defensive = {
    defensiveness = 0.2
}
civic_republicanism_focus_sieges = {
    siege_ability = 0.1
}
civic_republicanism_focus_leaders = {
    leader_land_shock = 1
    leader_naval_shock = 1
}
civic_republicanism_focus_quality = {
    land_morale = 0.1
}
civic_republicanism_focus_naval = {
    naval_morale = 0.1
    global_ship_trade_power = 0.1
}

These were the government reforms, but I am not done yet. Domination also unlocks up to 60 new Estate Privileges, distributed amongst all the estates (Janissaries and Eunuchs not counted in). It would be a bit too much if I go into detail for every privilege, so instead I will showcase a set of privileges which can be expected for the major estates (Clergy, Burghers and Nobles) and then a few highlights for the more niche estates.

no_crownland_loss_from_deving.png

Every estate gains one privilege which allows you to develop your provinces without the affected estate to lose crown land. While this seems like a drawback for a few estates, for others like the Nobility which has access to Increased Levies or the Rajputs whose access to their special units is tied to the crown land they have it will be a powerful tool.

58 influence_scaling.png

Most estates will also gain access to a privilege whose modifiers directly scale with the influence said estate has.

59 loyalty_scaling.png

Finally, there is a privilege whose modifiers directly scale with the loyalty of your estate. So an estate with 100% Loyalty would give the full modifiers.

Now, you might have noticed that the last privilege has an “Estate Decision” or, synonymously called “Estate Action”. For those who did not play EUIV before 1.30: the estates used to have interactions that you can press in order to get a one-time effect from the estate. Some might even remember the old golden rule of giving the estates 80% influence and then demanding their support every 20 years for 200 Monarch Power.

Well, this has now returned in form of decisions that are unlocked by the estates:

estate_decisions.png

While other interactions have been reworked into an effect that interacts with your estate agendas.

61 minister_decision.png

While other interactions have been reworked into an effect which interacts with your estate agendas.

62 agenda_completer.png

Finally a few estate privileges from the less prevalent estates:

63 cossacks.png

64 hordes.png

And that’s all for today! Here @Pavía again! We hope you enjoy all this new content we have created for Europa Universalis IV: Domination. But on top of that, next week we will be talking about more new content we have created… In this case, free content! We are adding a fair amount of content to the previous DLCs and the base game as we wanted to give the gameplay even more depth and continue to expand some of the features that are included in them, and also as a reward for the large player base that continues to support Europa Universalis IV after almost 10 years of development. See you next week!

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I'll definitly buy this dlc. But do you have plans for Scotland and for a united Ireland? With the new england rework, playing scotland will be even less interesting, as they have few flavor and their mission tree give no permanent bonus. Ireland have no flavor at all, their mission tree is weak and give no permanent bonus, so playing ireland is many pain for few reward. A mission tree like the norwegian one, alternative history style, would be great
 
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Formation of Prussia by AI is close to 1/100 event in my games. If I am not missing something, this Brandenburg/Prussia update seems unlikely to change that, because there is no way that AI Brandenburg will ever manage to take Konigsberg (from Poland).

Due to it, I was kind of hoping for a change to the Danzig event (and maybe even for a same new event when Poland annexes TO), so that Poland takes Gdansk and Ducal Prussia becomes a vassal of Brandenburg that would be integrated on formation of Prussia. I think that without an event, AI Prussia will unfortunately remain a unicorn.

Overall, these "buffs" to Prussia seem a lot like "buffs" to Russia to me. They are ok for players, but unlikely to help AI Brandenburg (or Muscovy) that will not survive early game.
 
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A suggestion on Margravate:

Bordering any non-HRE province, and not that rich (limited by development or rank)
 
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Thanks for adding a parliament to Scotland, it's much appreciated. I still wish that you had a more generic 'british monarchy' that both Scotland and England had that other British tags could get upon reaching Kingdom rank, but at least Scotland has some much needed flavor.

Interesting to hear that the Middle East will be the focus of the next update, though I will plug in again that the New World tags need a a fix. I don't think they need content so much as they need their mechanics rebalanced. Just to list them while I'm here-
-Mesoamerican and Incan tags should start with feudalism, or have it grow in their provinces like in West Africa. Early explorers considered their cities comparable to those in europe, and any colonizers will likely have embraced Renaissance meaning they'll still have an advantage. And as others noted, colonization happens too fast anyway, this would help slow it odwn.
-Speaking of institutions- since they've been added the religious reform mechanics for the Mesoamerican and Incan tags make no sense anymore. Most people prefer to just switch religions to then embrace institutions rather than try to reform the religion, since on top of doing the reforms you need to border a colony, which switches your government to theirs. The migratory tribes have it better wherein they can reform earlier copying a colony, or just wait a bit longer for another reform to change their government on their own terms. I think the reforms themselves can stay, just stop locking the ability to embrace institutions out from those faiths, let them embrace them as normal, since the institutions were meant to replace any westernization mechanic.
-A small update to migratory tribes should be a government reform that gets rid of the devestation mechanic and locks them to a single province. A lot of the time a migratory tribe might get penned into a single province if other nations expand around them. In such a case, they'll make themselves super weak as they continually devestate their single province. If that happens, they should take a reform to stay locked to their one province so they can function more like a normal tag.
-Also a small balance change- northeast natives have a naval buff in their starting traditions. This is completely pointless since they can't raise a real army until they reform, by which they'll probably have finished their idea set. Move the naval buff to the end of their idea set.

Anyway if the next big update with the middle east, I ask when do you think you'll rework Byzantium? I don't think they really need too much additional content- rather I just think they need some buffs to balance them against the Ottomans. I mean I understand it's meant to be very hard for the Byzantines to fight off the Ottomans, but when the Ottomans get so much content and buffs in the early game, I don't think they should be able to completely steamroll the byzantines so early. I mean you gave them access to canons ahead of time, I don't mind that so much if it weren't that the Seige of Constantinople isn't all that hard to begin with- hence those canons are just a rather pointless buff to the Ottomans (in general their early game sieges are insane). You should give an extra fort level to Constantinople (I don't think this needs it's own monument or anything, just a modifier on the province) since that'd make those early canons much more necessary to take Constantinople, and it'd still translate to an Ottoman buff once they take the province. Also since you're doing unique naval units, you just know eventually you're going to do greek fire galleys, it's just a matter of time.

Also on the note for adding some content to the Roman Empire, that's great, but I think you guys still need to do something about Roman Culture being in the Lost Culture group, because it means that being Roman Culture is a downgrade, as there will be no other provinces in that culture group to conquer, and give bonuses to tax and manpower. Roman should either be a part of the Italian culture group, or Greek. I'd vote greek personally since that culture group could use a buff (as it's really only the greeks and 4 other provinces- and it's probably easier to resurrect the Byzantine culture than that of the western roman empire which has been dead for a millenia), but maybe upon forming rome you can make a decision for it to be one or the other (say you form Rome as Florence- if all your italian cultured provinces flip to roman it's the same problem as before with only one region having your accepted culture- flipping to a Greek Rome culture gives you bonuses in the Greek region- vice versa for playing as a Greek tag- though maybe Byzantium gets a special variant where the greek provinces stay greek, but the Italian provinces all flip to Greco-Roman). Also if you ever do greek fire special ships, Rome should have the ability to use them too, maybe a mission, or maybe a decision if they own Constantinople.

Also to suggest another unique ship, could be China, or whoever has the Mandate of Heaven could have acess to their legendary Junk ships. Also I wonder- could there be a way for German tags to get a unique ship? Maybe if they form the HRE with the Netherlands in them, it would make sense for them to have access to the Indiaman in that case.
 
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I agree the mission tree needs an update, but getting a new government reform isn't half bad.
That is true. That has been a long time standing wish of mine is to get a unique government for Byzantium along with a revamped National Ideas. One half of my wish came true today. I can die happy now.
 
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You know I kinda wish there was a way for Portugal to take the Flee to Brazil decision and keep the original mission tree. Maybe even a way to keep that gorgeous new blue. Perhaps fleeing to Brazil shouldn't form it even. As that's not what happened IRL. When the portuguese court moved capitals across the sea they were still the court of Portugal.
 
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About the VOC, not in 1.35, although now that we have the 'model' for the East India Company, we might think about expanding this feature with it in the future.
Well I hope it's added to other countries soon.

On the topic of colonization, I'm wondering could you add an event to pick your colonies capital? It'd probably work best when the colony is initially formed, but it's odd that your colony often picks a very undeveloped rural province as it's capital, rather than a higher dev one or on a trade center (I believe it's coded to be either the oldest or newest province you take). I think it'd add a bit of depth for you to choose the new capital, have it be a place to easily defend or have it be a center of trade, or the highest dev province- and it'd help for historical roleplaying as well. It'd also be nice if when you pick the capital that province gets a dev boost, it doesn't have to be large (could be just 1 in a random category), but players will rarely dev up their colonial provinces meaning that colonial provinces are rarely dev'd up, so just a little bit of investment like that would help flesh out the colonial game.

Also- you've been adding a lot of new government reforms to nations across the game, which is great I prefer having lots of good generic reforms to the different government types than a few to just the big nations. But I don't think colonial governments have really been touched yet. I mentioned how native tags need a rework, but thinking on it playing as a colonial nation hasn't really been touched much for a good long while. Some new government reforms for colonial nations would be nice (also some unique ideas for colonial govts. since they all share the same idea set- I'd suggest one generic idea set for most colonies, and an idea set for nations with the culture of historic colonizers (so 1 for portugal, spain, france, british, dutch, and hey throw one in for scandinavians too).
 
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I hope that there will be more content for Ruthenia and Zaporozhia, so that we had more flavor for Ruthenia, instead of it being a small copy of russia pretty much. But that separate government type for Ruthenia is a wonderful first step, keep up the good work, Paradox!
 
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Sadly no news about restoring the French missions including the Union CB to the England/GB missions. Please do so and move the Angevin Kingdom as an alternative route that can be taken should the player so choose after getting the PU with France. It would make far more sense to allow the player to form the Angevin Kingdom after getting the PU with France and then having the option to choose between additional mission in Europe or the colonial missions. That way the England/GB player does not loose any freedom they currently have and a player/AI going Angevin would not have to commit to such a path before securing France. The current setup is a nerf to the missions for England/GB who losses the claims in France that we have in the current mission tree and makes the Angevin route a dead end if you cannot succeed in claiming France as you cannot then form GB and go colonial, perhaps in reality more an issue for the AI than a player.
I think you should have three options while pursuing conquering france.
1. Form France- it'd be a great meme, and having the French Mission tree gives you that balance of continental and colonial focus. Also add more bonuses for allying Scotland for France, so that you don't just gobble them up (maybe with a buff to Scotland to they are a worthwhile ally).
2. Form the Angevin Kingdom- focusing solely on continental expansion at the expense of colonization.
3. The give up option to remain Great Britain should you fail to conquer France. Perhaps this comes with a -1 stability since trying and then failing sucks, but it'd be better than cutting yourself off from the Great Britain path to not get anything out of it.
 
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The only positive thing about this Prussian update ist the Prussian Blue. I bet that all the new Militarization interactions will be never used by the AI. The AI will also stand by and watch the decline of the mlitarization. So please make Prussia blue and then leave it alone or better like it was/is in 1.34.
 
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I hope this was just a typo, but the explanation for generic elective monarchies say that the neighbor has to not be independent? Is that right?

Also, I didn’t see anything about having a royal marriage or sharing a religion group; does this mean that, if a Christian European elective monarchy expanded & colonized enough, they could elect an Nahuatl Aztec, Sunni Turk, or Confucian Han monarch?
 
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Speaking of trade goods, is there any chance for developing new decisions or missions spawning better goods like silk in Como and Valencia (would it be gone with Domination DLC released?) or even revamp on starting goods like salt in Aveiro and Algarve in this DD?
 
Can you also add militarization to the Janissary gov, and give the player an option to play as them, it would be fun to basically be a turkish prussia that has jannisarries.
 
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If Portugal form Spain it would be nice to have the option to at least keep the old flag (or even better add a new one), and the color/mission tree of Portugal, in the same way that you can choose to keep your NI, the flag, color and missions of Spain makes zero sense for a Spain that was unified by Portugal.
 
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That's a great suggestion and as a player I completely agree! I will pass it along to my colleagues but won't promise anything!
I would also like to see Germany acquire Prussia's current grey color
 
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I hope that soon the AI will learn how to manage development, estates, buildings and edicts. Сan add cheats to the AI as much as want, but it is clearly visible that the AI is stupid.
 
Back during the Spain dev diary, you mentioned some new content is coming to Navarra. Are we getting info at a later date, or has it been pushed back? I figured it would be included alongside Portugal, but I guess we still don't know how long until the DLC releases.

Just curious, thanks for all the amazing work you've done. This looks like it's going to be the best update yet :D
 
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I hope that soon the AI will learn how to manage development, estates, buildings and edicts. Сan add cheats to the AI as much as want, but it is clearly visible that the AI is stupid.
It would be nice...but I don't know how much time is left in the lifecycle of the game to be worth the effort, except at the RnD level with the future in mind. I do hope that when EU V rolls out, the pace of feature release will be pegged to the ability of the AI to effectively manage them.
 
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