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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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I noticed for the Portuguese mission "English Alliance" it uses the British flag as opposed to the English one. England and Great Britain aren't the same thing. This is disrespectful to Scotland, Wales and Northern Ireland. You guys should really know better by now. The Alliance between England and Portugal predates the Acts of Union in 1707 so just use the English flag. How people still mistake Great Britain and England as the same thing is beyond me.
That mission also uses the current Portuguese Republic flag btw.

Here is a low-hanging fruit attempt at a more period appropriate flag.
InShot_20230309_132050579.jpg
 
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I know it is not the focus of this DD but There is not any interest to play something else than england in the british isles. The new english mission tree is exelent but scotland and ireland are getting even worse in comparison: weak mission tree, no permanent bonuses, few flavor ( no flavor at all for ireland) and now england have special units to molest them even harder ( It is good That england get special units, I am just pointing the comparison).
The celtic culture group is very small, and have no monument tied to culture, combined with the lack of flavor, it made ireland games really not rewarding. A mission tree like the one of norway ( alternative history style) could be great. With the mecanic of culture group swich, A mission switching the british cultures to the celtic group once you have conquered all the region as ireland could be a good reward for exemple.

Have you any plans for ireland and scotland or is it out of the scope of this dlc?

I'm just pointing out the fact That those two tags feels really left behind but you guys already make an incredible work for an incredible game and this dlc look really amazing. I hope you will read and take this comment into consideration.
Cheers
 
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Using symbols from the past is perfectly reasonable.
Using symbols from the future is the problem.
Well, the flag of the republic definitely won't do.

But, when it comes to an alliance with a specific country, they ussually draw a single flag, like in case with Tunisia:
1678368912776.png

And Ajuuran:
1678369145514.png
 
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Yes, simply an English flag makes sense.
It's a Portuguese mission, the "Portugal" part is already implied.
If only that alliance would help Portugal to withstand against Castille should "(a)historical friend" modifier be removed - that would be really good.

Right now all that it does is drags Portugal in the final stages of 100-years war, and I've seen both countries dump that alliance several times after being unable to really help each other. Especially after England switches to Anglicanism.
 
I would let me colleague @Ogele talk about Muscovy, as that is his work. As for the Ottomans (which is also his work) I can say judging from nightlies that they are doing fantastically well a good % of the games, even though there are games where they collapse, likely due to Decadence. I believe AI-wise the Ottomans are in a good spot right now, but Ogele once again knows a lot more on the topic than me!

So that would be a "ai Muscovy is still a mess (or even more of one) but I don't want to be the one to say it" then. After all, you've seen enough nightlies to comment on the Ottomans and it doesn't take much to shift the view from the Ottomans to where Russia ought to be...
 
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The changes to Prussia's militarization mechanic are absolutely horrendous. Permanent decay is terrible. Terrible, terrible, terrible. To anyone who disagrees, please go play Prussia pre-Emperor again and see for yourself how endlessly annoying it is to have to click that stupid button and lose those mil points every couple of years. It adds nothing to the gameplay experience, quite on the contrary it feels incredibly dissatisfying. Everybody breathed a sigh of relief when that got changed in Emperor. It's also a double nerf, since it both nerfs militarization and Prussia's +2 monarch mil points from its unique reform. The change from reduced military maintenance to more force limit is also ridiculous since Brapru tends to be shorter on money than other great powers. Lastly, the bonuses you get from the clickable buttons are useless enough on their own, but the fact that you have to spend 50 militarization (250 mil points) for them is abject insanity. And to double the decay on level 3 just for +10% force limit... Nobody in their right mind is ever gonna click that mission. I don't know how any of this made it past the drawing board.

Just scrap this whole idea and implement the mission tree and color change. There is no need to blast Prussia into oblivion with this update.
 
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Yeah I like doing that too. Roleplaying in eu4 is a lot of fun.

Yeah I recommend an England - GB run. It's a very involved campaign though, you'll be operating in a lot of different theatres simultaneously. Definitely not the most relaxing of campaigns, even when playing tall. A lot of fun though.
Yeah, that's why I usually choose countries with smaller ambitions. Global empires are very intense.
 
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Why's there always such a insistence that everything about persia should be the exact way that safavid state was? Persia is a region rich in...pretty much everything that warrants more alternative paths than the particular safavid state, it can have 4-5 different and completely unique ways of being like how japan is, it can have it's own tech group and a lot of immersion events+mechanics, ik those are for the future but at the very least branch these minor additions to something more than just the shia monastic order becoming an empire
 
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I would let me colleague @Ogele talk about Muscovy, as that is his work. As for the Ottomans (which is also his work) I can say judging from nightlies that they are doing fantastically well a good % of the games, even though there are games where they collapse,

Those are 2 great news as far as I'm concern.

However it really depends by what you mean by fantastically well, are they eating Egypt and become protector of Maghreb... or are they going for Siberia and the mandate of heaven

For the collapse, well, Maybe they'll eventually get eaten up by their neighbors, as the eu4 IA tend to be like vulture awaiting the good moment to all declare war, and here comes the death spirale.
(Austria is a good example of it in my games)
Some minors tweak might be necessary in futures patchs or dlc.
 
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Ming or Qing must have a good update!As the ruler of East Asia,it's necessary to give them enough power.
It's good to give Ming or Qing a better mission tree.I know Ming gained some mission these days,but that's not enough.Since European,Indian,or even Australian aborigines have the mission to conquer China,why can't China gain some mission to conquer some areas that we never conquered?
Besides,the provinces of China is too big.A province in China is much bigger than a province in India,Japan or Southeast Asia.
As a rich area,China may have more development.
Lastly,I think it's good to let Tibet become a Tributary state of Ming in 1444.
 
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In regards to Militarization, I made some key changes. Namely, right now the 2 new buttons in Tier 3 cost 20 Militarization, and Tier 2 now has a bit more Land Forcelimit and less decay. Less decay also for Tier 3 as well. I think it's a good first step and it only happened because you guys gave great feedback, so please keep it up!

Thank you so very much
Thanks for the changes. But could you please remove the Land Forcelimit and bring the Land maintenance modifier back. Prussia's economy is not strong enough to support such large armies, only the army's professionalism would suffer from this. And if I'm in the mood for big and miserable forces, I can always play Russia.
 
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In regards to Militarization, I made some key changes. Namely, right now the 2 new buttons in Tier 3 cost 20 Militarization, and Tier 2 now has a bit more Land Forcelimit and less decay. Less decay also for Tier 3 as well. I think it's a good first step and it only happened because you guys gave great feedback, so please keep it up!
I still think the land maintenance cost modifier is better thematically and mechanically for militarization. While Prussia did historically field a massive army for it's population size at the time, in the game the core expectation of Prussia is having the most quality army possible. Increasing force limit does not mean Prussia will be able to afford their full force limit, meaning less professionalism gained from drilling, and if the player wants to field to max force limit, they may have trouble paying for all of these units and won't be drilling them all at once. Reducing the cost of Prussia's armies means the player can easily drill more for both professionalism and army drill.

Also want to repeat the suggestion of a T3 militarization button improving drill speed for interwar periods.

Either way, thanks for deciding to give the community's favorite space marines some love, and listening to suggestions.
 
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With the addition of the new unique tier one government reforms, I have suggestions that I think would be very flavorful for the game and would pair well with the contents of this expansion. The thing I want to suggest is a change to the tier one government reform attained through acquiring the mandate of heaven 'Celestial Empire'. What I would like to see are some unique versions of this reform that could be available to different nations who take the mandate; specifically nations like Japan, Korea, Qing, and Tibet. To me at least, it doesn't make sense for all these nations to have the same Celestial Empire reform, because I would image that the empire would be wildly different based on who controls it.

Take for instance Tibet. You introduced this really cool and flavorful government reform that has interesting mechanics, but if take the mandate then your stuck with the Celestial Empire reform. I would Image that if Tibet took the mandate, then the empire have a reform that more religious focused; especially if you have Dalai Lama as your ruler. I suggest this because with the new reworks to mandate and the China region I think a simple thing like this could make the experience of playing as the EoC way more fun and allows for new unique playthroughs.
 
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While Prussia did historically field a massive army for it's population size at the time, in the game the core expectation of Prussia is having the most quality army possible.
I want to stress this over.

While I'm by no means questioning the quality of the Prussian military historically, i also think that there is an almost mythological view of their military in popular culture. The reason why Prussia was so impressive to all of it's neighbours at the time was first and foremost because of how unbelievably large their army was for their size. It was the country with the largest standing army per capita in the world at that point. Hence the term "Army with a State".

Yes they also had a very effective and professional military as far as quality is concerned, but i don't think we can objectively claim Prussia was superior to all it's neighbours and rivals in that department. I honestly don't see in which way one can argue the Prussian army to be more disciplined, professional or simply pound-per-pound more effective than say, the British Army. The impressive part was that Prussia was able to match the British military cappabilites, while simultaneously having one fifth of the population and not even one fifth of the economy.

Increasing force limit does not mean Prussia will be able to afford their full force limit, meaning less professionalism gained from drilling, and if the player wants to field to max force limit, they may have trouble paying for all of these units and won't be drilling them all at once.
Another very poignant statement. If the goal is to allow Prussia to sustain an disproportionally large army comparable to their base economy (which they historically did) then it is expected they should have some help while dealing with it's maintenance.
 
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