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Europa Universalis IV - Development Diary 9th of April 2024 - Timurids and Mughals

Hello and welcome to another Developer Diary! Today we shall talk about the last two nations that will receive specific content for this DLC. But before we start, I should mention some further tweaks based on your feedback from previous DDs:
  • Montezuma no longer starts as a general for the Aztecs. In exchange, you’ll be able to convert him to one through a decision with the general stats he used to have before. If you feel lucky, you can use the normal way to make a ruler into a general if you think you can roll higher stats though.
  • The modifier for “Rise of Montezuma” will give Average Monarch Lifespan in order to keep your ruler alive for longer.
  • Should Montezuma die, the conquest missions will give alternative rewards.
  • Oman-Zanzibar has been renamed to Zanzibar, and you can rename yourself back to Oman should you ever wish.

With that being said, let us get into the content for the Timurids. Let’s start with the setup, which has been adjusted with the following changes:
  • Timurids now start with the entirety of Afghanistan as core provinces. This means we have added the fort province Roh as a core province of the Timurids, too, allowing you to diplomatically annex them without any cost.
  • All of the Timurid dynasty nations now start with an additional 20 Army Tradition on top of what they already start with.
  • The provinces in and around Balkh now start with increased local autonomy as those territories were governed by Muhammad Juki. In the game, it looks like this:
    image_0.png
  • Timurids now start with 3 estate privileges at the start, but we will get to that later!

Additionally, the situation with Ajam is now properly explained in an early starting event which can force a war between the Timurids and Ajam:
image_1.png

Note: The AI will not declare war through this event on Ajam in order to keep Ajam alive so they can most reliably form Persia.

Now let’s take a look at the new mission tree, which is split into two major sections: the upper part is heavily focused on ending the Ajam rebellion as well as reconquering lost territories of the crumbling Timurid Empire, reaching all the way from Caucasia to the Delhi Sultanate. The lower part, on the other hand, is all about the internal elements of your country, focusing on the government, the economy, the religion, the military, and the development.
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The highlights of the conquest missions are the following rewards:
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Note: The additional missions from “Timurid Empire” will be showcased later.

Meanwhile, the highlights of the internal part are the following, focusing on topics such as Artistic Patronage, Islamic Schools and Laws, or internal politics:
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The mission “Rightful Protector” and its follow-up missions refer to the aforementioned privileges you start with. These would be the following:
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You also start with the “Patronage of the Arts” privilege. In order to remove the 2 inconvenient privileges, you have to enact special decisions, which triggers are the following:
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As for the Timurid Diwan reform you unlock, it has the following mechanic attached to it:
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With that out of the way, let us continue with the branching missions for the Timurids which can be unlocked with the “Timurid Empire”. You have the choice between the “Nomad” branch and the “Persian” branch.

First, let us discuss the Nomad path for the Timurids, which unlocks the following missions:
image_10.png

Note: All the new missions are colored in orange for the sake of presentation.

As the name suggests, the Nomad missions play into the fantasy of your nomadic roots, and as such are quite comparable to the Horde missions as they are heavy on conquest. With that branch, you not only go to the furthest extent of the historical Timurid Empire all the way to Anatolia and Egypt, but fulfill Timur’s ambition of re-establishing Yuan.

Here are the highlights of this part of the mission tree:
image_11.png

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The Persian path, on the other hand, is more focused on internal and cultural development:
image_13.png

Here are the highlights of this mission path:
image_14.png

One special mention goes to the “Reform the Soyurghals” which enables a very unique mechanic for the Timurids here, with a new type of Subject:
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That would be the end for the Timurid-focused content, leaving only the Mughals for us to explore. But before that, let me explain why we decided that the Mughals should get a rework. With 1.26 and the accompanying Dharma DLC, the Mughals received their unique content as well as their own set of missions. As time has gone, the quality of the Mughal missions could no longer hold up compared to the ones of the other two Gunpowder Empires. This is the reason we have decided to revisit the Mughals to make them somewhat on par with Persia and the Ottomans.

With that being said, let us take a closer look at the Mughal’s missions:
image_18.png

The spirit of the original mission tree prevails as the new Mughal tree also has a heavy focus on unifying all of India under the Mughal banner. Still, the mission tree also provides some other aspects such as religious tolerance, economy, architecture, military, taxation, and a little bit of diplomacy.

I will present some general highlights of each aspect, starting with the conquest-heavy missions first:
image_20.png
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Next are the non-conquest-focused missions, with a wide variety of missions to play with:
image_21.png

Note: the mission icons in these screenshots are from an earlier build. The up-to-date icons can be seen in the overview image of all the missions.

That was it for today’s Developer Diary! Next week @Dargeths will present to you the summary of all the features present in the next DLC, that we have been presenting in the Dev Diaries over the past weeks, and an overview of the 1.37 Free Patch. Until then, I wish you all a great week!

As we say goodbye enjoy this comic from FatherLorris:
ComicLorris.png
 
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When will the elephant in the room be finally discussed: Is this the final EU4 DLC? I mean its all but confirmed that EU5 is on the corner, however it could still take some time to release that. Not to mention that some Devs said they do wanna rework on other regions, like North Africa (Nubia, Granada/Andalusia)

I love both EU4 and the teasers of EU5, thats why I and many others are so curious given that this DLC is massive.
And Nepal! And Tibet!*
 
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Hi, really loving this new fresh air over this long forgotten nations, but I gotta ask anyway
I know some time passed but as a fellow Venetian I think it's due to point out something about Venice's Council of Tens
The Council of Tens was an organ of the Republic whose purpose was to prevent *any* kind of autocracy by all means possible, of course with time they became more and more powerful, becoming the major power in the State and quite eroding the republican tradition.
So I think it would be cool that actually having the balance between the Doge and the Council in the middle could give positive republican traditions and stability cost, high council influence low absolutism and stability cost but also low unrest, and high Doge influence some absolutism and perhaps core creation?
Honestly what I ask for is simply to give some boons to the Council, as its role was not just negative.
That being said, may you have a good day kind person that actually read this whole post.
 
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I was hoping Mughals would receive an adapted version of the Ottomans' mechanics, with Subahs (eyalets), decadence and one or more disasters associated with high decadence to precipitate the Mughals' collapse.
 
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Have any of the various Mac crash bugs been fixed? I heard one of them might relate to a "change_tag" that was a problem on linux but was fixed but not on Mac.
It still happens, but I find the problem is reduced if you tinker with the graphics options (ie speeding things up by removing map detail)

Not just perfect, but it does seem a lot better
 
i do not question a major relevant power like the Mughals recieving an update,
i do question largely inrelevant opm's (Trebizond and Theodoro) getting mission trees while for example the balkan region has very little content
out of the 4 major balkan powers (Bulgaria, Greece, Romania and Serbia) only one has a decent mission tree (Serbia which is not formable) and one doesn't even have any missions (Greece), only two have a unique goverment reform (Serbian despotate and Bulgarian tsardom) and no unique estate privileges

and if your going to give an opm a mission tree then i would say that it would make more sense to give it to an opm that actually existed for most of eu4's time period like The Republic of Ragusa which existed up until the Napoleonic wars

also why does Romania have worse national ideas then Wallachia?
 
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That was it for today’s Developer Diary! Next week @Dargeths will present to you the summary of all the features present in the next DLC, that we have been presenting in the Dev Diaries over the past weeks, and an overview of the 1.37 Free Patch. Until then, I wish you all a great week!
I sure hope one of the free patch features is a proper pause key. Project Caesar will have it, but that's a long wait.

Shouldn't need to mention the pronoia annex CTD affecting most or all Macs and some Linux, surely that'll be fixed along with any other CTDs.
 
  • Timurids now start with the entirety of Afghanistan as core provinces. This means we have added the fort province Roh as a core province of the Timurids, too, allowing you to diplomatically annex them without any cost.
  • All of the Timurid dynasty nations now start with an additional 20 Army Tradition on top of what they already start with.
But why?
Timurids starting with cores in Afeghanistan will make pratically impossible to AI Afghanistan to form Mughals, it is already pretty rare but with these changes it will be impossible.

Timurids really need all these buffs considering that they were an empire that dissolved realatively early during the timeframe?

Also, for Mughals content my main hope were for events about Babur taking the throne in Kabul and good triggers around the situation in Ferghana and Afghanistan.
 
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As time has gone, the quality of the Mughal missions could no longer hold up compared to the ones of the other two Gunpowder Empires.

Viceroyalty of the Deccan is literally the single-most powerful mission in the entire game, and notably the one thing that was NERFED for them. Now luckily the new content allows for ways to mitigate this (just hold the Punishment of Delhi mission while forming Mughals), but still. I question the dev teams EU4 literacy judging by their recent DDs. And wanna bet that the Deccan nerf will also be forced upon people without the DLC?

At least the Nomad Timurid tree seems to be exactly what I was hoping for.
 
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