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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.
image_2.png

The highlights of the conquest missions are the following rewards:
image_3.png

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:
image_4.png

The mission “Rightful Protector” and its follow-up missions refer to the aforementioned privileges you start with. These would be the following:
image_5.png

image_6.png


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:
image_7.png

image_8.png

As for the Timurid Diwan reform you unlock, it has the following mechanic attached to it:
image_9.png

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

image_12.png

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:
image_15.png

image_16.png

image_17.png

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
image_19.png

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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This event CB still makes sense, considering QOM is nothing but actually a Timurids Revolt.

It seems to be similar to the Iraq Emir within the Black Sheep.
This is a misconception! TBF, vanilla EU4 pushes this, so I get where it comes from.

Ajam wasn't in revolt in 1444 and was just another governorship under the Timurids until Isfahan called in Sultan Muhammad to lead (which is what the event is meant to represent), and he used that as a chance to assert his power before what he saw as an inevitable succession crisis. Ajam wasn't even as de facto independent as the Iraq Emir who doesn't get a tag.

As such, if we were being truly accurate, Ajam would start as a subject (as would Isfahan and Yazd and Kerman...) and this event would have sent them into war. However, I was not expecting much, given that having a more engaging and accurate Succession Crisis would have taken a lot of time away from other tags.
 
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i though it gave 5% since it is kind off the usual amount given by missions, but maybe it is compensated somewhere else, unless someone from the dev team confirms it we will only see it when it launches unfortunately
they quietly nerfing everything, look at those missions. even the final modifier worth to talk about is cav cobat and flanking ability but there is no cavalry infantry ratio to use proper cavalry army to begin with, i just dont understand what they are doing now. aq qoyunlu was terrible, its a little bit better. those missions and reforms has no characteristic at all. i feel like those rewards are balancing around multiplayer - which is eu4 player base mostly play singleplayer. when you see a cool title like "destruction of india" you wouldnt expect to get boring available loot but here we are.
1712756787355.png


when i see timurid diwan i expected something special, a new mechanic and much detailed counter of mughal diwan, when you conquered all of that culture you get negative unrest but stronger bonuses. not some gov cap. they made incredibly fun and hard work of mughal diwan but you get this in 2023:
1712756889214.png


and dont get me wrong, i love this game, a lot. even i learned my broken english thanks to eu4. im playing it for years, i was in middle school when i started, im now working and still playing , nearly 10 years passed i wouldnt quit anytime soon. but there was always some attempts to make game unfun from certain developers ( cannot send missionaries to unstated provinces, cannot capital etc) and i feel like same thing started again. and i dont get this, if you dont put a lot of development cost you are generally fine in mp and i always supported the fall of dev cost meta, but im not fan of unfun game meta. i always comment from another account that has the base game because i dont want to get banned from pdx plaza on my main account. bought nearly all the main dlc's even they are incredibly expensive in my region, so i expect those dlc's to bring some quality to game, not just boring 30 years modifiers and nerfing to conquest mechanics. i never bought king of kings and probably wont buy new one because they are clearly not worked on much. just look at the livonian goverment reforms and missions, or gotland. small nations that offers nearly more than entire dlc combined, fun and pleasuible to explore deeper. if it was even 50$ i would buy. but this ? no.
 
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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.
Massive is in the eye of the beholder. This DLC seems to be giving us mission trees, and nothing else.
 
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A couple questions.

What's happening with the Timurid subjects? Do they have the same mission trees as before?
What's the fallback if I convert away from Islam for the Din-i-ilahi mission? Is there one? I've noticed that some Byz missions require you to be Orthodox to complete them, will it be the same here?
 
I think the mughal mobile warfare reward for shock should be buffed a little bit.
I would only take this one if I really wanted the elephants on the map (because they are cool) but imo speed is waay better.
 
they quietly nerfing everything, look at those missions. even the final modifier worth to talk about is cav cobat and flanking ability but there is no cavalry infantry ratio to use proper cavalry army to begin with, i just dont understand what they are doing now. aq qoyunlu was terrible, its a little bit better. those missions and reforms has no characteristic at all. i feel like those rewards are balancing around multiplayer - which is eu4 player base mostly play singleplayer. when you see a cool title like "destruction of india" you wouldnt expect to get boring available loot but here we are.
View attachment 1114394

when i see timurid diwan i expected something special, a new mechanic and much detailed counter of mughal diwan, when you conquered all of that culture you get negative unrest but stronger bonuses. not some gov cap. they made incredibly fun and hard work of mughal diwan but you get this in 2023:
View attachment 1114395

and dont get me wrong, i love this game, a lot. even i learned my broken english thanks to eu4. im playing it for years, i was in middle school when i started, im now working and still playing , nearly 10 years passed i wouldnt quit anytime soon. but there was always some attempts to make game unfun from certain developers ( cannot send missionaries to unstated provinces, cannot capital etc) and i feel like same thing started again. and i dont get this, if you dont put a lot of development cost you are generally fine in mp and i always supported the fall of dev cost meta, but im not fan of unfun game meta. i always comment from another account that has the base game because i dont want to get banned from pdx plaza on my main account. bought nearly all the main dlc's even they are incredibly expensive in my region, so i expect those dlc's to bring some quality to game, not just boring 30 years modifiers and nerfing to conquest mechanics. i never bought king of kings and probably wont buy new one because they are clearly not worked on much. just look at the livonian goverment reforms and missions, or gotland. small nations that offers nearly more than entire dlc combined, fun and pleasuible to explore deeper. if it was even 50$ i would buy. but this ? no.
You should actually buy king of kings. Byzantium is made really fun to play with and Persia is absolutely broken! in many mps Persia is literally not allowed to be formed.
Also AQ is nice you do get 100% cav to inf ratio as them both AQ and QQ.
 
I will echo similar sentiments that Chagatai should be a Brother Realm alongside the other three just based on history.

However, on a less serious note, I think it'd be funny if a Mongol Empire reformed by the Timurids or something could also release the Mughals as a Brother Realm.

Since it's relevant I will shamelessly repeat what I said last week lol
 
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:
    View attachment 1113640
  • 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:
View attachment 1113641
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.

The highlights of the conquest missions are the following rewards:
View attachment 1113644
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:

The mission “Rightful Protector” and its follow-up missions refer to the aforementioned privileges you start with. These would be the following:
View attachment 1113646
View attachment 1113647

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:View attachment 1113648
View attachment 1113649

As for the Timurid Diwan reform you unlock, it has the following mechanic attached to it:

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:
View attachment 1113651
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:

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

Here are the highlights of this mission path:

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:

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:

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:

Next are the non-conquest-focused missions, with a wide variety of missions to play with:
View attachment 1113674
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:
Plzz Some Content On Mewar And the marathas after all marathas finished mughals at one point of time mughals became their vassals and brits took india from marathas so plzz some content on them ??
 
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Plzz Some Content On Mewar And the marathas after all marathas finished mughals at one point of time mughals became their vassals and brits took india from marathas so plzz some content on them ??
They specified all the content for this DLC right out the gate. Your best bet is on an unlikely other DLC.
 
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