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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 don't agree with your pont。At 1444,hanseing is the largest city in the word。The hanseing is larger than constantinopolis plus Parys 。more than eight millions people (include two millions east tartarian)lived in hanseing。
EVEN TODAY There are only about 10M peopole in Hanseong. We need evidence.
 
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.

About the select trade goods feature, we prefer to test it with GB in 1.35, and depending on the result, we'll take a decision in the future. It was designed as a unique feature, and expanding it as a general feature at this point could make for a severe unbalance in the game, which is something we want to keep more or less control, as we aim for a good quality release patch, as with 1.34.

I just want to say that I absolutely love this approach to developing new features. Personally, I'm impatient, and want to have all these mechanics available to everyone right from the start, but I appreciate that having a more controlled test environment lets you figure it out better so that, when you're ready to roll it out for everyone, you can do so in the best way possible... in 1.36... or EU5!
 
Yeah, it should NOT be a button you press 10 times then forget about, there's no gameplay depth or strategic thinking behind that, I very much disliked the removal of the decay as a player
True, but alot of the power you get from militarization is it's reliability. That consistency balances the permanent malus to the Prussian monarchy which is governing capacity. Making it decay kinda turns it into a trap where you can't get the money to improve advisors because you're small, and at the start of wars you have to choose between mil techs, mil ideas, mil dev, or militarization.

I think a good model for how this update to militarization could feel is Orthodox's Patriarch Authority, where you make attaining 100% tougher, but maintaining close to 100% is easy. Perhaps you can get rid of the "increase militarization button" and instead make it entirely about player actions: developing mil dev, building military buildings, and maintaining high professionalism and army tradition. Maybe you repurpose the metropolitan system to be able to "Establish Cantons", which might requires a certain number of military buildings or military development in a state for a one time boost to militarization. The buttons which cost militarization to give short term bonuses would act like Icons, always giving the player a reason to keep investing in their army to make sure its always trending upwards.
 
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After digesting this DD for a while, as a final bit of feedback for Portugal, as it seems this would be the best oportunity to get them on, as other countries and areas of the game need attention, and since we don't have a release date yet, I'm assuming some work will still be done.
Obviously I don't know how easy this is to implement nor the schedule of the Tinto team but since @Pavía and @PDX Big Boss have been fantastic with our feedback, I might aswell be a bit cheeky on it ;)

1- Nau : Taking a page from Japan DD and the pop culture reference of the Samurai, Nau should replace Galleon for Portugal. Galleons are usually associated with Spain, and Naus have been a staple unit for Portugal in different franchises.
Make it a Heavy with Transport capacity of 2 (if its even possible) a buff to trade and its good to go.

2- Order of Christ: The new Orders added are amazing but the Order of Christ is essencial. You can't talk about the age of Discovery without the Order of Christ.
Ill leave just a few names of knights of the Order, you might reconize a few.
Vasco da Gama
Pedro Álvares Cabral
João Gonçalves Zarco
Gonçalo Velho Cabral
Bartolomeu Dias
Francisco de Almeida
Miguel Corte-Real
Gaspar Corte-Real
Tristão da Cunha
Martim Afonso de Sousa
João de Castro
Cristóvão da Gama
Tomé de Sousa
Fernão de Magalhães, also known as Ferdinand Magellan
Giving the Sailor bonus that was planned for Avis to them would be appropriate.

3-Nobility of Service estate privilege.
This is one of my favourite suggestions, as it covers something less known about the Portuguese nobility and their methods of war.

I had suggested a special unit, Aventureiros, but honestly i don't know how hard it is to implement. Another option would be a shock buff to Conquistadors and Explorers, while losing crown land and some trade efficiency.

One other thing that's less critical, but still important on my point of view is a reshuffle of the current NI. I do like the current set, but like I said before Artillery bonus and Fort Defense should come much earlier.

Portugal spearheaded the development of Naval Artillery and the conquests at Morocco provided a good school for fort construction in the east.

While extra what if missions, and a Castillian sucession event would be nice, I don't see them as immediately necessary as Portugal has a generous mission tree that will take you all over the globe.

To recap while I know Portugal is not the focus of this DLC, to be fair, there is a lot of ground to cover, and it might never get an actual focus. So this oportunity is as good as any to request that extra bit of love ;)

Thank you again, and I can't wait to play this expansion.
 
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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.
Please, for the love of God, DON'T bring back the tedium of clicking the damned estates buttons every 20 years for 200 Monarch Power. :(

The removal of this feature was one of the best decisions.
How anyone could find that obligatory mechanic to be fun and interesting is completely beyond my comprehension. It's annoying busywork without any strategic decisions involved.
 
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It's not blue on the game map, but I think Scotland should definitely need some love, especially preventing it to fall under English rule so easier.
I can only imagine how much in flames this forum will be if the developers decide that the best way to ensure Scotland's survival is making England and Scotland historical friends :D
 
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Is the Ganden Phodrang reform for Tibet a monarchy or theocracy reform? And will Tibet still gain it through an event (like they do now with the conversion into a theocracy?) It's fun to play a Theocracy in the middle of Asia, but the modifiers make me think it's gonna be a monarchy.
 
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I think that if Great Ming ends its disaster without collapsing, as a reward, It should get some permanent buffs to improve its Combat capability to strengthen its army,and then Ming can look more like a boss after the crisis, rather than a paper tiger with empty size and can be easily defeated.
china need a special unit and ship and some permanent buff to strengthen his army and navy。
The Tiger crouching cannon is a very Interesting unit, Why not make it。
I personally prefer to add some special mercenaries.
Portuguese mercenaries appeared repeatedly in the history of the late Ming Dynasty and played an important role in the war. We can imagine that after the Portuguese gain Macao, players can hire a small mercenary corps mainly composed of artillery.
 
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EVEN TODAY There are only about 10M peopole in Hanseong. We need evidence.
There is no evidence. He’s just bullshitting lol

From 1400, Hanseong’s population was 100 000. In 1915 it was around 250 000. It grew a measly 150 000 in nearly five hundred years.

Hanseong’s population in 1400 is equivalent to the population of places like Prague, Genoa, and Constantinople in 1400 (the latter because of mass decline). All these provinces have 20-25 dev iirc. Fair, right?

Why this is fair when, say, Nanjing and Beijing have almost ten times as much people in this time period, but only have 30-35 development is beyond me.

The whole continental sino-sphere needs to be reworked for more accurate development, resources, and province density.

It would be a direct buff to players who play colonial as well, as there is more historio-normative incentive to want the treasures of the ever-so-affluent Chinese coffers.
 
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I have out of topic question. Is anyone have seen in you're own game strange hostile ai attitude towards player? I didn't seen something like that earlier. Ai for no reason is breaking alliance and have hostile attitude. I'm sending screens of that. No interest in my land, no rival alliance, we both have same rival and we have great relations. This happened first time on this patch. Is anyone seen something like that?
 

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hey all, can anyone kindly explain why Castille/Spain gets PUs over half of Europe and Portugal doesnt even have 1 over Castille in the mission tree? shouldnt be that hard or ahistorical to get a chance for a PU when the civil war event starts (portugal even has the chance to "intervene" already which gives literally no benefit). thanks!
 
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After estates rework was done, we had a few specialized republics being in a disadvantegous position due to the fact that they did not had estates. In the last major patch you guys adressed Pirate Republics as well as Venice/Trade Republics. I think now that you are continue expanding goverment reforms it is time to adress Sich Rada goverment reform, that still has no access to estates. What is especially disadvantegous for Sich Rada, is the fact that they miss goverment reform and absolutism buffs from hight crown-land mechanic.

It would be cool if you would fix the problem in the same way as you fixed Pirate Republic - by implementing a few gov. reforms that would compensate the lack of estates. Probably, by enabling their estates with a separate goverment reforms?

It would be even cooler if you would give them some other unique specialized mechanics with some gov. reforms to compensate lack of estate mechanics - for example one that would allow them to raid infidels. In the end they are known for raiding Ottoman Empire.

As a third option you could compensate lack of estate buffs by reworking their goverment actions. For example "Organise Raiding Parties" could apply "raid" action (the one that Coastal Raid does) to every neighboring province of a single non-allied neighboring country, but giving manpower instead of sailors.
 
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Please, for the love of God, DON'T bring back the tedium of clicking the damned estates buttons every 20 years for 200 Monarch Power. :(
If this feature has a pop-up and an icon in the tray like the muslim scholars, then it's fine. Same 20 years' delay, in fact.
MAJOR IF.
 
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hey all, can anyone kindly explain why Castille/Spain gets PUs over half of Europe and Portugal doesnt even have 1 over Castille in the mission tree? shouldnt be that hard or ahistorical to get a chance for a PU when the civil war event starts (portugal even has the chance to "intervene" already which gives literally no benefit). thanks!
Because Castile did get P.Us over half of Europe, while Portugal never got a single P.U.

The real question is why Castile deserves +15% Land Morale and +15% Manpower recovery for taking out North Morocco, despite never being able to do so, while Portugal gets nothing of the sort despite actually having done so.
 
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