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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!

eu4-prussia-dd.png
 

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A lot of people prioritise what THEY want from the game instead of prioritising what's better for the game overall.

A perfect example is people saying if England defeats France it should just form France. One genuine justification being "for the memes". But people who just want to play as England or GB with the continent focused missions are expected to lose out just so they can have another way of playing as France. When you can already play as them. It's recycling content.

Railroading a country into just reusing the content of another country which just makes the game more repetitive, instead of giving that country the choice which would add more variety? It's mind boggling.
I agree. I like how they added an extra option for Aragon to become a Peasant Republic.
 
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Portugal did not have a company per se. It was controlled by the Crown and a Vice Roy was in charge.
Certainly, but to be a proper sandbox, the game needs to account for plausible alternative outcomes. If the Dutch and the British used colonial corporations, then it's not so implausible that other major colonizers could have followed that path.
 
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Have you considered updating Shun and Xi? I think these two are also very interesting tag in the Far East. In history, they have changed the process of the decline of the Ming Dynasty and the rise of the Qing Dynasty, and they are also the regime created by the very special peasant uprising, perhaps you can consider updating their event and task tree and adding the option of "release and play" in the crisis of the Ming Dynasty
 
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I find this update to Portugal so disapointing. Where is the flavor for Portugal??
There's no mention for example about the feitorias estabilished by the Portuguese - why not giving Portugal the ability to estabilish trade posts in trade nodes like the gold coast or coromandel?
The complex relations portuguese had with several native tribes and kingdoms - why not reflecting it more? I know ethiopia and the congo get several events when they get in contact with christian powers in europe, but why not Portugal? Portuguese had various diplomatic relations that translated in conversions (like the conversions in the congo or japan), the alliances (like the native tribes of south america), the hopes of better connections (like the presence of Afonso de Albuquerque in Ethiopia), or the friendly concessions (like Macau). Why not making the conquest of Diu into a more flavourfull event?
Why not giving a new casus belli fo the conquest of trade ports? The conquest of Diu, Malacca, Hormuz, all where with the purpose of estabilishing trade posts and not simply conquering. I know there are severall casus belli rigth now that are given in the missions, but the portuguese hegemony was based in quality of it's sailors and marines, which is not reflected when you simply give a +5% discipline bonus. The casus belli should be on the basis of blockading and achieving naval supremacy and not actually conquering the mainland and figthing a numbers war.
Why not making new formables for Portugal??? Portugalicia, for example, would be a interesting one. Portuguese actually had lost their claim on the galician region, but in the war of the spanish succession (which by the way is criminally misrepresented in Portugal, since Portugal played a big role on that) the nobility of galicia had actually sided with the portuguese side. It is a good opportunity to bring Portugal into the internal politics of spain and revive lost claims such as galicia or the canaries.
In the colonization path, while i agree there is a lot of favor already, it lacks in my opinion the colonization a mission to colonize the mollucas or even go after canada (portuguese actually had a did start a small settlement in canada and it used to be a common place for portuguese fisherman).
The portuguese also lack some kind of original mechanic. The ottomans now have the decadence, the spanish have theirs, the russians, now even the koreans. Why are koreans getting more colonial flavour but not portugal? I feel that their mechanic would represent portugal very well, in the sense there was some desire for expansionism into north africa (and turn morocco into essentially part of the portuguese mainland), self development (through the religious orders mainly) and obviously an outward focus.
Last but not least, why isn't the Portuguese-dutch wars represented in game in some way? These were crucial for the development of both countries. I know that lots of times the dutch are not even around for these wars to happen, but the mission of securing an alliance with england should actually give path to a mission such as "overcome the dutch" where the colonial possessions of both countries are threatned.
 
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Apologies if this has already been asked/answered, but how do naval special units interact with selling ships? I assume they're either unsellable or lose their special properties on being sold, but if they stay as is it could offer some interesting possibilities to boost the rivals of other great powers. Like condottieri, but for navies. Maybe it would be too exploitable for multiplayer, though.
You can capture AND sell them! Great fun for MP!
 
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You can capture AND sell them! Great fun for MP!
I can already foresee the dev clashes where someone sets up a trade empire and starts war profiteering by selling their unique ships to every player in reach. They'll be necessary to remain competitive over their rivals and the war profiteer will grow rich throughout the game until they are ultimately invaded by the Ottomans or France and have to spam mercenaries with their phat stacks of cash to survive.

Thinking about that inevitible scenario, you should probably include a soft cap on unique ships any tag can have- each nation that can produce unique ships seems to have a cap of how many they can have as a percent to their nation, but I don't think that includes other nations. Like what about the meme Navy China run where player China keeps buying unique galley's from player Korea until they form 100% of their navy?

Btw- if you can buy and sell unique ships, are there going to be any exploration of more unique units being included in mercenary armies?
 
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I find this update to Portugal so disapointing. Where is the flavor for Portugal??
There's no mention for example about the feitorias estabilished by the Portuguese - why not giving Portugal the ability to estabilish trade posts in trade nodes like the gold coast or coromandel?
The complex relations portuguese had with several native tribes and kingdoms - why not reflecting it more? I know ethiopia and the congo get several events when they get in contact with christian powers in europe, but why not Portugal? Portuguese had various diplomatic relations that translated in conversions (like the conversions in the congo or japan), the alliances (like the native tribes of south america), the hopes of better connections (like the presence of Afonso de Albuquerque in Ethiopia), or the friendly concessions (like Macau). Why not making the conquest of Diu into a more flavourfull event?
Why not giving a new casus belli fo the conquest of trade ports? The conquest of Diu, Malacca, Hormuz, all where with the purpose of estabilishing trade posts and not simply conquering. I know there are severall casus belli rigth now that are given in the missions, but the portuguese hegemony was based in quality of it's sailors and marines, which is not reflected when you simply give a +5% discipline bonus. The casus belli should be on the basis of blockading and achieving naval supremacy and not actually conquering the mainland and figthing a numbers war.
Why not making new formables for Portugal??? Portugalicia, for example, would be a interesting one. Portuguese actually had lost their claim on the galician region, but in the war of the spanish succession (which by the way is criminally misrepresented in Portugal, since Portugal played a big role on that) the nobility of galicia had actually sided with the portuguese side. It is a good opportunity to bring Portugal into the internal politics of spain and revive lost claims such as galicia or the canaries.
In the colonization path, while i agree there is a lot of favor already, it lacks in my opinion the colonization a mission to colonize the mollucas or even go after canada (portuguese actually had a did start a small settlement in canada and it used to be a common place for portuguese fisherman).
The portuguese also lack some kind of original mechanic. The ottomans now have the decadence, the spanish have theirs, the russians, now even the koreans. Why are koreans getting more colonial flavour but not portugal? I feel that their mechanic would represent portugal very well, in the sense there was some desire for expansionism into north africa (and turn morocco into essentially part of the portuguese mainland), self development (through the religious orders mainly) and obviously an outward focus.
Last but not least, why isn't the Portuguese-dutch wars represented in game in some way? These were crucial for the development of both countries. I know that lots of times the dutch are not even around for these wars to happen, but the mission of securing an alliance with england should actually give path to a mission such as "overcome the dutch" where the colonial possessions of both countries are threatned.
Why not? Because you are basically asking for a dlc focused on Portugal which this is not. You are arguably asking for even more than what the nations this dlc focuses got. Just be glad that you are not Scotland, your country rework is pretty good. Access to the new naval units, new mission tree with nice buffs, new holy orders, new unique reforms, yeah more events and a unique mechanic would be good but not even France has unique mechanic, they have a disgustingly overpowered mission tree but no unique mechanic as far as I remember.

I would have to check but I think Portugal, Spain and definitely Aragon are gonna get more content in domination than in the golden century dlc despite being dlc focused on the iberian peninsula, the devs are doing a really good job with domination.
 
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Nothing new for Moldavia/Wallachia?
On that note, I think that their mission tree should be reworked to reflect that most often times they'll be puppets. Of Poland, Hungary, or now with new Ottoman mechanics the Ottomans (and historically as well the Austrians). Recently had a poland game where I tried to vassal-feed the Wallachian provinces to Moldova, only to find that they couldn't use their mission tree to found Bucharest because they were a vassal. I'd have been better off feeding it to Hungary instead (who are a larger country that I need to keep under thumb) since they at least would have gotten more claims off it.

In general I think that more missions should be reworked to keep in mind the possibility of vassalizing that nation, I find more decentralized gameplay more interesting than just annexing everything, and trying to work down my vassals focus tree. Unfortunately most mission trees aren't really designed so that you can take advantage of them as an overlord. This is one thing, but as said Moldova and Wallachia are in all likelihood (and historically) spend most of the game as vassals, so more of their tree should be opened up with that in mind.
 
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Also I really wonder what content will be free and what under the pay-wall. I really hopes it means that DLCs like Golden Century and The Third Rome are already updated, so those who already bought them wont have to pay twice.

They already said that the great power mission trees will require the new DLC so owners of RB, Third Rome, Golden Century, and so forth get to pay again if they want the over-powered new version of mission trees they already paid for,
 
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+2 land leader shock for Iranian culture group is a bit too much I think.
Cavalry warfare seems weak compared to other choices, it could get +5% cav combat ability or flanking ability.

And some questions nobody asked
1.Will magreb nations get new traditions? they can raid coasts in their government reform and in traditions, so it doubles.
2.Elite mercenaries can grant +15% mercenary dicipline? isn't that a bit overpowered? That's 20% merc dicipline if you include +5% from mercenary ideas
3.Is the new tier 5 reforms gonna be in tribal reforms? Asking since you have made unique reform for horde cultures.
 
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As far I can tell, you will be able to capture these ships.

Now that I think about it, that would be an interesting idea for a new achievement: Own at least one of each special naval unit of the game in your fleet.
That would be interesting for sure but that's not the same, currently some of these ships are locked to 1 nation only while some needs culture/goverment change to be avaible and some require you to change to another country and complete ideas to be able to build it.
It would make them more useful if nations could get a possibility to build these ships after conquering nations that originaly had them avaible or via missions that include conquering or allying some nations (for example France could get Galleons and Caravels after going for alliance with Spain or Galleass after capturing Venice via alligning with Pope), or by picking right idea group like maritime or naval
 
Awesome update! I have a suggestion that might add some cosmetic flavor to the game. Instead of allowing Portugal to form Spain, which seems unlikely for the average player, could we create a new nation called Iberia that could be formed if a player conquers all of the Iberian Peninsula? This wouldn't need to have its own unique tree, but it would add some fun flavor to the game. Additionally, Spain could also have the ability to form Iberia and gain access to Portugal's tree. To differentiate between the two, perhaps Portugal's version could be colored blue and Spain's version could be a shade of yellow. I think this would be a simple but enjoyable addition for players and would also make it clear which nation formed Iberia.
 
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Wow, all these new government reforms look juicy. Very interested in trying them out. Already see a few I'm dying to try out. Will also give more flavor to playing nations that are otherwise without that much flavor. Looking at you, Albania and Servia.
 
+2 land leader shock for Iranian culture group is a bit too much I think.
Cavalry warfare seems weak compared to other choices, it could get +5% cav combat ability or flanking ability.

And some questions nobody asked
1.Will magreb nations get new traditions? they can raid coasts in their government reform and in traditions, so it doubles.
2.Elite mercenaries can grant +15% mercenary dicipline? isn't that a bit overpowered? That's 20% merc dicipline if you include +5% from mercenary ideas
3.Is the new tier 5 reforms gonna be in tribal reforms? Asking since you have made unique reform for horde cultures.
I agree with the +2 land shock but I think many of the things in this dlc are a bit too strong so it's more about equalizing at this point, also shock is normally not as good as fire.

Hopefully in the dlc focused in the middle east the magreb nations will get something even if they are not the focus of it, similar to prussia, portugal and korea in this dlc.
 
For Ruthenia's Tier 1 Reform, please please please rename the "Kievan Tsardom" and Kievan Traditions to "Kyivan Tsardom" and Kyivan traditions. It is far more accurate, the preferred spelling of modern Ruthenes, and most all westerners who are against the invasion of Ukraine have switched their spelling from Kiev to Kyiv. Please also change the tag name! It would mean the world ♥️
I second this. But unfortunately as the debates from a couple weeks ago show, using the Russian variant (despite the Rusian and Ukrainian version existing far longer) will always be in style in the Paradox community. Gotta sell to certain, "мы один народ" fellows
 
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