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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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Sadly no news about restoring the French missions including the Union CB to the England/GB missions. Please do so and move the Angevin Kingdom as an alternative route that can be taken should the player so choose after getting the PU with France. It would make far more sense to allow the player to form the Angevin Kingdom after getting the PU with France and then having the option to choose between additional mission in Europe or the colonial missions. That way the England/GB player does not loose any freedom they currently have and a player/AI going Angevin would not have to commit to such a path before securing France. The current setup is a nerf to the missions for England/GB who losses the claims in France that we have in the current mission tree and makes the Angevin route a dead end if you cannot succeed in claiming France as you cannot then form GB and go colonial, perhaps in reality more an issue for the AI than a player.
 
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Why do every Prussian/Brandenbrug "buff" makes it a lot more weaker tho... I don't know if Paradox actually hate these two particular one, or because they never think thoroughly when it comes to these two.
The point of letting militarization slowly stacked up was to balance with the -50% goverment capacity in the reform. With this new "buff", congratulation, Prussian Militarization become a pretty worthless mechanic. The other buff in tier 1 government reform can no longer compensate for a pure -1 militaration point per month. And while the two new interaction comes with the final militarization seems cool, when think of the fact that you still have -1 militarization per month, then... Yeah, Prussia is weaker.
I miss the old militarization mechanic. Good old days. I still find it weird that the old mechanic actually better represented the historical one than the present mechanic, and just now Paradox decided to further weaken it to compensate for the recently "buffs".
The new ship, ideas and event for Korea is great btw. Imagine all the firepower that Korea can throw into the land battles now, just like what they actually did after the early shocks of Imjin War.
 
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Based on an answer to a similar question, I believe Wine Monopolies are there because taking it out would undo a previous DLC to a degree they wish to avoid.
Not asking to remove it, simply change the requirements a bit. Perhaps require 4 provinces with a Workshop + Manufactory + 10 Production Development, rather than 10 with a workshop.
 
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Will Golden Century owners get these Portugal missions, or Emperor owners with the Prussian missions? I still have a bit of doubts about the overlapping of mission trees between DLCs, especially for DLCs that explicitly sell those trees (Rule Britannia, Golden Century, Third Rome)
 
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Hmm interesting set of T1 additions there, so GB on the isles isn't so overwhelmingly huge in content. Byz players were expecting to be let down that they weren't the focus, but at the same time its not exactly surprising given both Portugal and Prussia have been mentioned in previous DD's.

Such a pity that a Auldgevin Empire alt history route wasn't considered, considering the Auld alliance pact had stood intact for about 700 years.
 
When will you change MING idea? It's very out of date
The bonus of "+30% relationship improvement" seems to be of little use now. With the continuous updating of the version, the cost of province governance has become the main problem to be faced by the Ming.

Moreover, compared with other countries, the Ming has very few missions. I suggest making some events in the game into tasks - such as "Qi Jiguang's Army Reforms". I don't like the current practice of adding too many special units, so I hope this mission can give some special mercenaries.

As the details of the mission are still unknown, I am not able to judge too much. But I hope the mission has more development directions, such as increasing tributary countries or restoring the Silk Road.

——To tell the truth, it is frustrating to see that most countries involved in this DLC have special units (even Korea), while the Ming did not. And the mission seems to be a little simple.
 
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It is not planned to do a similar AI DD. The reason is that we're overall mostly happy with the 1.34 rework of AI, and we're aiming to just update it to the new game features. But suggestions on the line you make is something that we can take into account, of course!
One question here. What exactly are new features? Just features from 1.35 onward or also features from older patches which are still in the 1.30 range. For example mercenaries (1.30) are still problematic for the AI. While marines and expand infrastructure are not implemented at all (1.30 and 1.31).
We'll, our objective is to try to keep it as balanced as possible. Precisely because of this, we present the new content in the DDs, so we can read community's thoughts about what needs buffs, what nerfs, possible reworks, etc.
Let us take the new (combat oriented, i.e. galleys/heavies) naval units as an example:
NationEffective combat ability increaseForce limit percentageCost
Great Britain~100%20%Mission
Spain/Portugal~33%10%Mission
Korea37,5%<50%Part of an idea
Venice/Genoa20%<50%Tier 5 reform with bad modifiers + province requirement


It is pretty clear that we have an increasing cost for Mission<Part of an idea<<<Tier 5 reform with bad modifiers + province requirement. Therefore, GB is just strictly better by a large amount than Spain/Portugal and the same holds for Korea and Venice/Genoa. I excluded the light ships, as there use is outside of combat.

Don't get me wrong, I like the ideas behind some of these units. For example the ability to transport with light ships or the building restrictions are great ideas. (by the way can you mod them onto other special ships/basic ships?) On the other hand +20% CA is really boring. But one really cannot call this well balanced.

Edit: Another question. Does the AI know that VOC ships can transport? This obviously only matters, if they build the ships at all.
 
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I don't think Prussia is going to be nerfed with this update. Prussian Militarization is always OP, but obviously cost more military monarch points. To many players want prussian space marines without costs, maybe they want do a conquest of the continent in less than one century, but obviously this is a nonsense. Everything have a cost, and Prussian Militarization is something that need a much more strategic use during the game. You cannot use it for every battle or war, but in special moment and situation, like every other game mechanics.
 
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Where is Persia revamped?
WHERE IS MAMLUKS REVAMPED

I am waiting for DLC which includes whole North Africa, Middle East (excluding Ottomans) and really Persia & Caucausus.
Please Paradox im waiting.
(Lets ignore that Aztecs and Incas exists for now)
They literally answered that at the start of the dev diary.
 
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Not asking to remove it, simply change the requirements a bit. Perhaps require 4 provinces with a Workshop + Manufactory + 10 Production Development, rather than 10 with a workshop.
From the looks of the tree, I think if you are going full-on Empire you will hit the current marks anyway on the way to the Empire branch.
 
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Asking again, since the question wasn't answered in the Spain dev diary.

Out of all the holy orders, is there one at least that lowers the cost of culture conversion?

Until now it was the Dominicans who did it but the dev diary showed Dominicans giving missionary strength, something the Jesuits already offer.

Culture conversion was the main reason I used holy orders so it'd be a shame to lose this option. I like getting more options but not losing them! Was the change a mistake in the dev diary, or a deliberate choice? And if deliberate, for what reason?

Thanks @Pavía and the team for a great job as always.
 
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I'm happy to see a lot of the Korea stuff.... but preventing the AI from declaring war...?

Also, why is the hangul alphabet a choice you can turn on and off; and why on earth does it increase unrest?! If anythingbit should reduce unrest!
 
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Why do every Prussian/Brandenbrug "buff" makes it a lot more weaker tho... I don't know if Paradox actually hate these two particular one, or because they never think thoroughly when it comes to these two.
The point of letting militarization slowly stacked up was to balance with the -50% goverment capacity in the reform. With this new "buff", congratulation, Prussian Militarization become a pretty worthless mechanic. The other buff in tier 1 government reform can no longer compensate for a pure -1 militaration point per month. And while the two new interaction comes with the final militarization seems cool, when think of the fact that you still have -1 militarization per month, then... Yeah, Prussia is weaker.
I miss the old militarization mechanic. Good old days. I still find it weird that the old mechanic actually better represented the historical one than the present mechanic, and just now Paradox decided to further weaken it to compensate for the recently "buffs".
The new ship, ideas and event for Korea is great btw. Imagine all the firepower that Korea can throw into the land battles now, just like what they actually did after the early shocks of Imjin War.
Oh, the new Franconian event too, from my pov it actually makes AI weaker. Don't know what would be for the player, but I don't think it would actually be good. Better remove it, or changing the flow of event like some guys has mentioned before.
The Polish Crown splendor is ok, but it somehow weird to me tho. Why not make a modifier for it? Polish Crown can only be used in Reformation Age.
 
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Will we get some update about countries which did not recieve detailed mission tree or special events like Timurids, Mamluks and Rum ? I feel like those countries has been left out for a looongg time. Historical contents are very much avaliable for them. For Timurid case, there is a pretty decent and detailed mod out there, so i believe the developers can make one more enjoyable. If the game ends without expanded Timurid missions, i will be so pissed of :)
 
Will we get some update about countries which did not recieve detailed mission tree or special events like Timurids, Mamluks and Rum ? I feel like those countries has been left out for a looongg time. Historical contents are very much avaliable for them. For Timurid case, there is a pretty decent and detailed mod out there, so i believe the developers can make one more enjoyable. If the game ends without expanded Timurid missions, i will be so pissed of :)
Not in this DLC. If they are added it will be in the Middle East update they mentioned in the DD
 
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Portugal:
  • I really hope to see the addition of the Portuguese military Order of Christ. You could borrow the Crusader States' event about the Templars if Portugal establishes the Order of Christ in Jerusalem.
  • While the Clash with the Ottomans is a good addition, the circumstances which allowed for that contest to be settled in Portugal's favor don't apply in EU4, as the Ottomans will happily march across southern Europe and Spain all the way to Lisbon. Still, any military quality bonus is welcome.
  • I would like to see some flavor regarding a successful crusade against Morocco, as envisioned by Sebastian.
  • I had hoped to see some mechanic or event about Mare Clausum in the Indian Ocean, with importance given to controlling Mozambique, Aden, Hormuz, and Malacca. Maybe controlling these sites while having a sufficient navy could grant a triggered modifier of trade power and embargo efficiency, or allow an alternate access to the new Thalassocracy government reform.
  • I would like to see an option for Portugal to recruit tercios like Spain. Perhaps the terços could be a reward for successful intervention in Castile?
  • Will you consider adding a Personal Union casus belli against Castile (and maybe Aragon) as a mission reward for "Intervene in Castile"? The lack of a modeled Castilian succession crisis ignores the chance Portugal had to obtain the Castilian crown.
  • I am happy to see the Portuguese blue, the new trade goods, and the access to Caravels and Galleons. I like the new Portuguese Kingdom government reform. I am unfamiliar with the Ordenenças, but I think I would take the marine-related Amphibious Specialization instead.
New Ships:
  • The galleass looks good. Will you consider increasing galleass durability slightly compared to peer galleys?
  • The geobukseon hull size increase seems like a strange modifier. What is the intention here?
  • The VOC Indiaman is now my favorite ship in this game. :D Combining trade power, transport, and even perhaps combat ability makes for a superb ship.
New Governments:
  • The eight new generic military doctrine and organization reforms seem to have a good variety of viable options. Keep up the good work!
  • The two Flemish/Dutch military reforms are both strong. It will be hard to choose one.
  • The Iranian military reform seems quite strong. I hope this is a sign of things to come for Persia.
  • The military reform buffing Cawa reducing regiment costs is a bit odd, as Cawa have higher reinforce costs. The bonus durability is nice.
  • I'm glad to see the Burgundian State reform, as before now, the "League of the Public Weal" and "King of the Franks" could easily lead to negative diplo income.
  • I hope the Barbary Iqta means you intend to change Berber national ideas which grant the ability to raid coasts.
  • The new tier one reforms are generally flavorful; good work again.
  • The four new supergovernments look interesting. I'm glad for anything which helps further distinguish the HRE from Germany. Is there any chance that these governments can pick up a later, dependent reform based on the Mughal Diwan?
Estates:
  • It's good to see more estate privileges. I look forward to learning more about them.
  • I'm glad to see the estate-related decisions related to advisors. Hopefully this means less ducats will be spent searching for the appropriate candidates.
Overall, a satisfying development diary. Keep up the good work!
 
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I love reinstating militarization decay. On the topic of the Scharnhorst Maneuver and other decisions you can make, I think a better option would be to have a required level of militarization to enact those temporary reforms AND to have the reforms cost military power instead of militarization. Otherwise, you end up with a situation where you enact a reform, then have to go and replenish your militarization, which seems tedious. And frankly, I think anyone fighting a serious war would rather have the extra discipline over these other bonuses. The bonuses are absolutely nice, but instead if you make it require a certain level of militarization, you remove the necessity to enact a reform, then pump your militarization back up. And it would still cost MP, so you're still spending a lot of MP to keep your military truly prussian :)
 
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