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Europa Universalis IV - Development Diary 12th of March 2024 - Venice, Italy, Netherlands

Hello and good afternoon! Today we will be taking a look at the content we have in store for Venice, Italy, and the Netherlands. All three of these countries have many gameplay aspects in common, trade, maritime prowess, and, to some degree, colonization. Either as important proponents of history, as is the case for Netherlands and Venice, or as valuable gameplay additions in Italy’s case, these countries are due to receive new content with the upcoming DLC.

Venice​

Reaching its apogee of power during the 15th century, the Most Serene Republic of Venice is located in the heart of maritime activity, with a strong grip on its home end node. Following an illustrious history, La Serenìssima stands as one of the most influential Italian states. At the cusp of the Renaissance, the prosperity of the arts & culture gives way to the blooming and rise of new artists, architecture and traditions. To the south, the remnants of Rome are ripe for the taking, between the forces of the Republic and the Ottoman Turks. To the North, the imposing shadow of the Holy Roman Emperor as he struggles to maintain Italy in his decentralized Empire. The peninsula will soon be the home to a bloody struggle, as prospecting conquerors eye each other’s land with covetous greed. Venice’s content has been crafted with attention to detail, historicity, and the telling of a grand story around Italy’s most celebrated republic during the game’s time frame. Andiamo!

venice tree.png

The new content for Venice comes packed with a tree armed with lots of new missions. These will branch and cover various aspects of the Republic’s history, ranging from the Italian wars, conquests in the peninsula and beyond, to maritime expansionism, internal development, the cultivation of the arts and culture, and even colonization. But wait, there’s more! Venice also now has access to a brand new government mechanic, the Council of Ten. Alongside that, the narrative of your game will be enhanced with the introduction of new events around Venice’s (and her people’s) most celebrated accomplishments ranging from theatre to Titian and the Loredanian Academy.

Starting off, the upper third of the tree will be focused on internal matters, starting with the introduction of the Council of Ten, your primary adversary in domestic affairs:

council of ten event.png

Note: Note: Historical insights is one of the grand themes of the content around Venice, showing the why’s and the how’s of various political, military and cultural events!

council of ten mechanic.png

Note: ALL ART in this Developer Diary is placeholder.
Opposed to the Doge’s influence and attempts to lead Venice into wars or even autocratic rule, the Council’s Authority for Venice will commence at around 90%, placing the Doge in a difficult position. Throughout your play through, this mechanic will have a prevalent spot in your decision-making, and be affected by the various generic and unique events that may occur as well as mission rewards and interactions. Should the council’s authority surpass the 90% mark, it will forbid the Doge from commencing any offensive wars and have further severe repercussions, as shown above.

It is worth noting that a council would be more compliant and at ease, should the Doge’s stats are low, whilst a competent Doge will cause the Council to react, increasing its authority passively.

The three interactions tied to the Council of Ten are a representation of the ruling faction and its abilities. Venice has access to the Aristocrats, the Traders, and the Guilds. Each interaction is an exchange between the Doge and the faction in power. You grant them crownland and political power. In return, you may gain powerful short-term benefits:

Both the Aristocrats and Traders will demand crown land for their respective estate alongside monarch power, whilst the Guilds will demand Republican Tradition alongside monarch power. In return they will grant a great variety of bonuses that allow for versatility, from development in the capital, to government reform progress and even marines or galleys in Venezia. Along with the aforementioned grant of ships, troops, or development, the interactions will also lower the authority of the Council, with each faction having unique interactions available.

Moving on, a substantial amount of this branch’s missions are associated with historical events, showcased through their rewards:

titian 1.png

Note: The second option grants the same reward. It goes into detail about Venice, architecture, and the Renaissance for those who wish to learn more about it!

titian 2.png

Here are a few other missions and their associated rewards from the first part of the content:

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The culmination of this branch ends with the event:

golden republic event.png


la serenissima color.png


Note: Changed your mind after having the event and want your old colour/name back? You can do so with the “Restore our Name” / “Restore our Colour” national decisions!
And here are the ideas of the Golden Republic:

Code:
LNS_ideas = {
    start = {
        trade_steering = 0.33
        galley_power = 0.25
    }
 
    bonus = {
        discipline = 0.05
    }
 
    trigger = {
        tag = VEN
        NOT = { has_country_flag = ven_upgrade_state_inuisition_idea_flag }
    }
    free = yes        #will be added at load.
 
    lns_renaissance_art = {
        technology_cost = -0.1
    }
    stato_da_mar = {
        #Present in the previous VEN_ideas ideaset
    }
    lns_maritime_dominance = {
        global_trade_power = 0.2
    }
    lns_a_gunpowder_republic = {
        fire_damage = 0.15
        land_forcelimit_modifier = 0.2
    }
    backing_of_the_ducat = {
        naval_forcelimit_modifier = 0.5
    }
    reform_the_uscocchi = {
        global_ship_trade_power = 0.35
        global_trade_goods_size_modifier = 0.1
    }
    maggior_consiglio = {
        max_absolutism = 10
        max_revolutionary_zeal = 10
    }
}

The second branch will deal with the outward expansion of the Republic, and the various fronts in Italy, the Mediterranean and beyond. Early on you will be tasked with choosing the specialization of your military, with options that range from favouring the land army, to favouring the Navy or Mercenary groups.

The Standing army branch will imbue your selection of current Military advisor with a powerful permanent bonus, as shown below:

cernida system.png

Note: Hmm, maybe that Siege Ability needs some nerfing, 3%? What do you think?
The second mission will grant an interesting modifier for Venice:

modern warfare tactics.png

The Mercenary path will improve the effectiveness of its associated Militarization mechanic and grant access to a unique new decision, turning Venezia to the administrative capital of your mercenary army:

condottieri.png
men of war.png

The final possible path, focused on the Navy:

masters of the sea.png


navy with a state.png


The conquest path involves many avenues for expansion, events and interesting modifiers:

means of transaction.png
unify italy.png

The final branch follows an alternative-history path of Venice spreading its mercantile and maritime grasp beyond the Mediterranean, with routes to Aden, India, China, and even the Americas:


batch2.png

Finally, Venice has access to the “Into the Red Sea” mission which may facilitate and accelerate the construction of the Suez Canal in the Red Sea, allowing access to their fleets for exploration, conquest and trade purposes. The mission will require cooperation and alliance with the Mamluks, and the breakdown of diplomacy between the two countries will restore the Mamluk cores in the two associated provinces, leading to war:

into the red sea.png

Italy​

Whilst we are on the Italian peninsula, let’s take a look at Italy herself. In line with the calibre of content featured in Domination, Italy is due to receive new and revised content. Many of the core tenets of the mission tree have been kept, but they have been revised and expanded upon, let’s take a look!

Italy_Main.png

As in the Emperor variation, the mission tree places much focus on the restoration of the Roman Empire, unification of Italy both politically and economically and reforming the military. Besides that, there is a subtree concerning continuing renaissance and a branching mission tree about which of the two
end-nodes you choose to favour.

Structure-wise, the mission tree is quite similar to that of Byzantium, not just in the general theme of Roman Restoration, but also in the way it is designed. The mission tree makes use of evolving modifiers, incrementally building up the "permanent modifier" that is the reward for your efforts. Later missions in the conquest offer age-timed modifiers, encouraging swift and relentless conquests.
Get those modifiers while you still can!

The leftmost branch about Risorgimento forces you to develop your core territories in Italy Region and to
unite it politically. At the end of this tree, you shall claim your spot as one of the Great Powers:


eu4_725.png
eu4_728.png
eu4_727.png


The mission tree also has 3 missions about your military, starting with a possibility to maintain a Condottieri-based army then tasking you with modernizing the Galleass (increasing their available amount, their fighting power or allowing them to transport troops) and upgrading your Alpine defences. Here's the "Adapting Our Military" mission reward:

eu4_727.png

Before we move on, the other mini-branch left between us and the economic missions concerns the Renaissance. Your first mission tasks you with developing the Birthplace of the Renaissance (in this case Lucca) 10 times and requiring you to be ahead of time in all technologies:

eu4_725.png
eu4_726.png

Lastly, the missions about Economy & Trade, beginning with Economy. This portion of the mission tree is concerned with achieving parity between the economies of the north and south while also pushing Italian goods onto the world markets. Notable is also the inclusion of Camillo Benso Cavour as an Statesman advisor, who, while outside of the game's time frame, we found fitting to include due to his role in the Risorgimento and early politics of Italy.

eu4_725.png


eu4_727.png

Finally, the branching missions about trade. In order to get started, you need to gain a sizeable trade income of 300 Ducats, 30 Centers of Trade and 3 Trade nodes with at least 80.0% trade share, the reward mainly giving you the ability of to select your new mission tree:

eu4_725.png


Besides the mission tree you choose, your choice will also have an impact on the privilege you just unlocked! Let's go over the two branches, beginning with the Venetian branch, focusing on funnelling the trade from the near and further east to the markets of La Serenissima:
Venetian_Branch.png

The Venetian Supremacy focuses on establishing the Venice trade node as the richest in the World and with at least 150 Trade Node Value, something you will probably be close to. "Eastern Markets" force you to dabble in the affairs of the Eastern Mediterranean, gaining 80% Trade Share in Egypt, Aleppo and Constantinople. Lastly, "The Journey to the East" requires you to build the Suez Canal and to funnel the trade from the West Coast of India through the Gulf of Aden, here's what rewards that brings you:
eu4_727.png
eu4_728.png

Let's explore the Genoese branch now:


Genoese_Branch.png

This mission tree is in many ways analogous to the other one. "Western Favoritism" is the same as "The Venetian Supremacy" but refers to Genoa instead. "Plus Ultra" requires 80% trade share in Tunis, Valencia, and Sevilla. "The Italian Discovery" is all about creating a Colonial Empire in the New World. Here's what you might expect:
eu4_731.png


eu4_727.png

Netherlands​

During the start date of EU4, the Low Countries were mostly under the Burgundian Crown, with only a few of them still independent. The nation of Utrecht is fighting against the growing influence of Philip the Good of Burgundy, while Frisia has established itself as a state with waning noble power for quite a while. For that reason, some of their starting minor missions will have a different reward depending on which nation you started as:

MinorsTree.png


MinorsRewardsDifferences2.png
MinorsRewardsDifferences1.png

After unifying most of the Low Countries, and completing the above missions, you’ll be able to form the Netherlands earlier than usual. This was done in order to not block the player from getting access to the rest of the content, and continue on a flow of gameplay, uninterrupted by artificial barriers. The mission "Je Maintinendrai" will alleviate the Administrative Tech 10 requirement and grant you a bonus to your development cost, discipline and valuable claims to solidify your borders across the Low Countries region.

NetherlandsMainTree.png

Glorious Revolution​

The moment you form the Netherlands, you will gain access to three missions revolving around competing against England. “Supremacy in the Channel”, “Relations in Britain” and “Glorious Revolution”. Once you completely overshadow England/GBR in every aspect of government (development, trade share in the Channel, etc.), you will be able to launch the Glorious Revolution and claim their throne.
GloriousRevolution1.png


Later on in your campaign, when you hit tech 20, should you have England or Great Britain as a Personal Union still, you’ll be able to form the United Crowns nation, with a unique colour, as well as unique ideas, as shown below.


GloriousRevolution3.png

Note; This will also be available in the base game

The ideas shown above (barring the traditions and ambition) are a pure mixture of the two nations and as the United Crowns, you will have access to the flavour of Great Britain, England and the Netherlands (such as events).

Hansa Relations​

In 1441, during the Treaty of Copenhagen, the Dutch were able to secure the grain trade of the Baltic Sea. However, they had to pay a sizeable amount of reparations. For that reason, there is a branch dedicated to the Hanseatic rivalry with the option to gain more access in the Baltic through diplomatic means, or through the sword.


hansa1.png

Army and Navy​

The Dutch had a unique character that pertained to the organization of their military. For example, the army they founded during the 80 Years War, the Staatse Leger, was a defensive force with impressive capabilities. Considering the size of the Low Countries, this force was able to react fast against an invading force. In addition, the Dutch were experts in the art of engineering. They established the Fixed Garrisons System that would delay any invading force, and men such as Menno van Coehoorn would be hailed as pioneers of modern siege warfare.

army.png


However, as impressive as the above may be, the primary focus of the Dutch military lay within its navy. From the Five Admiralties, which all had their own interests, to their all-purpose Flyut Vessels, to their grand admiral Michiel de Ruyter. The Dutch naval flavour focuses on dominating trade and crushing your maritime rivals, establishing an empire that rules throughout the oceans.

nednavy.png


Focus on Development​

The 1.37 content for the Netherlands offers new tools for the player to engage in the development of urban cities across the Low Countries. As most Dutch players prefer a historical path which pivots towards a tall and colonial gameplay, new content in the form of reforms, missions and more has been added to add substantial depth and flavour during the game. Much of this revolves around the Dutch reclamation of land as well as the Seven Provinces on which the Republic organized itself.


tall.png

Colonialism​

The colonial flavour that the Netherlands has to offer is quite extensive. The mission branch will focus more on setting up outposts in order to reach the spice in the Indies. In addition, the Netherlands has now access to one of the most requested additions: The VoC. You can now establish the VoC as a Commercial Enterprise similar to the East India Company. I’ve also given them new Subject Relationships, allowing for customization of your new Commercial Enterprise.


colonial.png

Note: We opted to go for a light version of the typical Dutch colour.

Internal Flavour, New Events, New Reforms​

Lastly, the internal management of the Netherlands has received additions. The Religious and cultural branch of the mission tree (Re-Organizing Clergy, Low Countries Universities, etc) now provides you with more tools to increase your tolerance of heretics and promote more humanist ideas, as were the teachings of Erasmus. There are mentions as well of the artistic achievements, such as their Baroque Architecture or the Northern Renaissance.

internalflavor.png


There are now more ways to play with Dutch factionalism. New Government Reforms have been added for the player to take sides with the Statists or the Orangists. There is also a small branch dedicated to this conflict between those two factions, and the rewards there depend on which one you decide to side with, maybe eat an opposing prime minister or two whilst you’re at it.


SvObatch.png

SvO5.png

Note; This event will be part of the base game.

Lastly, the Netherlands now has more events, most of them revolving around Great Men and a few about some other Dutch architectural feats. These will also be available in the base game and are a great way to complement an already well-fleshed-out country like the Netherlands.


Eventbatch.png

Note: These Events will also be available through the base game!
Thank you for reading today’s Developer Diary! We will be back next week with the countries of Austria, Germany, Hungary as well as Bohemia with @Pintu !

Before you go! We have another absolute banger of a comic from FatherLorris:
ComicLorrisNetherlands.png
 

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Paradox, please PLEASE add content to Bosnia I BEG YOU Paradox please add content to Bosnia please atleast a small mission tree! You know you could do so much flavour in Bosnia like Kristijani religion and maybe rebalance the Bosnian ideas please Paradox BOSNIA LOVES YOU PARADOX PLEASE LOVE BOSNIA BACK
No offense, but Bosnia in the game exists only to be eaten by either the Ottomans or Hungary or other greater powers.
Especially Hungary - they are very hungry for this region.
 
One thing I think would be really good for Venice/Italy is if they got a mission that allows them to collect from both the Genoa and Venice trade nodes without receiving penalties. Right now it sucks to play a tall, trade focused Italy and lose out on all the trade transferring bonuses just so you can collect from both of the Italian nodes (which you've presumably significantly developed, and would otherwise lose out on).

I also think it would be nice if the England/Britain PU under the Netherlands would transfer a portion of their trade, to make keeping the PU until tech 20 a little less taxing.
 
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Hey, awesome content, looks pretty exciting.

Just wanted to check why the VOC seems to be centred in India. My admittedly limited historical knowledge of the company is that it managed all the dutch stuff happening in Asia, but was centred in, and administrated from Batavia, in Indonesia.

It being an Indian subject instead seems like a weird choice.
 
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When was that? To me it seems that there was a time when devs tried to answer lots of, if not all, questions in DD threads, but sometime during KoK they stopped doing it and have only made a few individual comments after that.

Not long after it was mentioned, the situation has improved dramatically.

Thank you all for taking the time to read through and comment on the Developer Diary, your feedback is valuable and appreciated, have a good night!

Thank you for taking the time to read thru the comments and answer the questions.

Let's hope this again becomes the norm for all DDs.
 
Well I think the only way to reliably do that would be to vassalize an elector and usurp the elector title right? You have to do it before Tech 10 so noone is having their elector title revoked for being protestant, and even if they were you have to hope the emperor likes you enough to give it to you. You could become the emperor and give yourself the electorship after destroying another elector but you are guaranteed to lose the emperorship after becoming a Republic so it sounds like alot of work to just get access to your missions which should just be there and not locked behind essentially securing the entire Low Countries
In independence war with Burgundy, make sure to get a RM with Austria if you don't get Austria to support your independence the day you declare your independence (on December 11th). After war, get alliance with Austria. Use one of your diplomats to increase favors with Austria until you get to 60. Get claims bordering claim age buff. Get a claim on Cologne or Trier. Attack. Vassalize. Get 200 relations with Austria. Ask Austria for electorship. You're now an elector.
 
I like the addition of the Venetian Arsenal monument.
 
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Hey, awesome content, looks pretty exciting.

Just wanted to check why the VOC seems to be centred in India. My admittedly limited historical knowledge of the company is that it managed all the dutch stuff happening in Asia, but was centred in, and administrated from Batavia, in Indonesia.

It being an Indian subject instead seems like a weird choice.
I must agree! Being Dutch myself and being very interested in the VOC, the VOC was mostly if not fully limited to Indonesia
 
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First, it doesn't fix the current problems like some of the Venetians events only triggering if the player is failing
These events have been amended. Not every aspect of the content is shown in the Developer Diaries.
Or the fact that its unique tier 5 reform, Merchant Arsenal, is so bad compared to the other options
It enables a special Galley type which grants +25% Galley Combat Ability and gives some useful navy-related bonuses. However, you are right. Navy in general is not as important as your land army, in a reform tier about the Military which contains both navy and Land reforms. Most people would opt for the latter.
For some reason the Venetian Naval Doctrine is also worse than the Byzantium one
Whilst it does not grant galley combat ability and disengagement chance, it does grant more cannons for all ships (not just galleys) and do keep in mind that Venice already gets a hefty 25% galley CA from their ideas' ambitions. Venice is overall far more powerful (navally) than Byzantium.
Second, the upgraded idea set gets rid of the Development cost and Yearly republican tradition bonuses which are some of the most important for tall nations and gives blobbing modifiers like Maximum absolutism, Goods produced modifier and it also gives land combat bonuses instead... It doesn't fit Venice
Whilst you are correct, the loss of Development is definitely a blow, do bare in mind that this bonus has been "moved" to other aspects of the gameplay (mission rewards, reforms, buildings, events, privileges, etc) and as far as I can tell from my own playthroughs, I have had no issue developing cheap provinces so far as there are plenty of sources for it, already. Absolutism is definitely a powerful tool for the 1600s and later, especially for counteracting the malus from being a Republic, therefore it's quite valuable in that aspect. As for the Goods Produced, well, it's great money for a Merchant Republic with lots of trade and production income :)
New tag!!! Does the inclusion of new tag mean the 'ban' on introducing new tags is over? Does that mean we get some new formables for Theodoro and Hish Kayfa?
No :confused:
Also, given we form a 'united' tag, could we get access to some of the English special goverment reforms? Also what about culture? Could we maybe integrate 'Dutch' cultures into English group? Or vice-versa?
You do get access to English and British Events, but allowing access to their respective reforms, privileges etc. is definitely wild and probably will cause too many issues
Re: sledge buff on advisors that Netherlands and Venice get. Its too op. Given those are 'wealthy' states. They will get lvl 3-5 advisors fairy early. That gives between 15-25% (sic!) Siedge ability. Its too much. 3% seems nice but I would like to ask for 2-2.5% (10-12.5%max). Those are seafaring nations. Not army focused. This is too big of an advantage (would break MP too)
Yes, you are right, and thank you for the feedback.
One thing I think would be really good for Venice/Italy is if they got a mission that allows them to collect from both the Genoa and Venice trade nodes without receiving penalties.
This can already happen to a great (if not total) extend, in 1.36
If you become the United Crowns as the Netherlands, can you then get both the EIC and VOC?
You can get a subject like the VOC even if you are the United Crowns because the latter is not a new tag
 
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Would you consider adding an event related to Luigi Negrelli for Venice? He was the guy who created the project for the Suez canal. He was from a village near Trent (so he'd have venetian culture in game) and worked a lot in the territory near Venice, so it would be fitting to add him somehow now that Venice is getting Suez-related content. (he'd fit in with Austria too, considering he mainly worked for Austria in his life)
 
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You do get access to English and British Events, but allowing access to their respective reforms, privileges etc. is definitely wild and probably will cause too many issues
I do think there should be something more to be added to the United Crowns because keeping the British as a subject untill tech 20 is very much a massive debuff, you cannot after all use the Dutch special government reforms since on any single ruler change you will lose the PU. Not having the Dutch special government reform also heavilly impacts naval play, no more VOC ships. And whilst you may get the British Man-o-Wars, you lose access to those the minute you form the United Crowns

That reminds me, do the WIC and the VOC get access to the VOC trade ships?

You can get a subject like the VOC even if you are the United Crowns because the latter is not a new tag
Personally I think the United Crowns should be treated comparable to the Angevin style of play, a new tag is needed for that, and so are several special missions. More importantly I feel the United Crowns actually is the weaker form of play based on the info granted by the DevDiary. The Man-o-Wars are nice, but they disappear the moment you form the United Crowns, and you don't have the VOC Eastindiamen untill you form the United Crowns. It seems like it is better to just crush the English/British and grab the whole English Channel trade node yourself and just use the VOC Eastindiamen

The idea of the United Crowns is nice, and it worked rather well in your old mod Flavor Universalis, but now that so much flavor has been added to both the Netherlands and the British ... it makes the decision to form the United Crowns rather lackluster without some powerful unlocks to make up for the debufs you have to deal with whilst going for this specific thing.

That brings me to the tech 20 issue. If you try and form the Angevins you can integrate all of France rather early in the game, and it doesn't cost much at all. Tech 20 is perfectly fine in general, but there should be ways to remove the tech limit via missions, or there should be some very powerful rewards to try and keep this style of play going. One solution would be to have a mission to allow you to choose between integrating now, and getting a massive uprising you need to cut down, and having to wait till tech 20 but getting something else unlocked as a bonus/boost.
 
No offense, but Bosnia in the game exists only to be eaten by either the Ottomans or Hungary or other greater powers.
Especially Hungary - they are very hungry for this region.
Croatia has a mission tree, they a junior partner of Croatia, and Bulgaria isn't even on the map and they have flavour, I am sure Paradox can make something special there as they have made in CK3. But valid point non the less.
 
great to see my favorite nation(Venice) finally get some attention!!! One question, is there a mechanism for eliminating the power of the council of ten, and giving more power to say the venetian senate?
 
Croatia has a mission tree, they a junior partner of Croatia, and Bulgaria isn't even on the map and they have flavour, I am sure Paradox can make something special there as they have made in CK3. But valid point non the less.
Same Wallachia and all smaller nations since introduction mission trees with permanent claims for regions which are completely ahistorical like polish or Austrian Wallachia. Before that Wallachia was often alive for hundreds of years in my gameplays, now it's eaten shortly after truce ends by Poland, Hungary or Austria in every game. It is something I'd like to see changed.
 
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Your habit of updating the Europeans every 2 dlcs gives me the impression that you are rushing the work. Bohemia and Italy needed an update, but I can't say the same for the others. Will we see an update for Crimea and Kazan region, Northern Caucasus and Anatolian beyliks. I can't help but mention it. You have added so many regions to irrelevant places that you cannot add to areas that are weak in terms of region.
 
Hmm... I guess "A New Hope" replaces "Colonize the Cape", but unless I'm missing something (maybe that's what the "Between Two Worlds" mission is about?) I think you've removed the mission about discovering Australia? It surprises me, considering the Dutch were not only the first Europeans to charter the island, but also to send settlers.
 
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Hmm... I guess "A New Hope" replaces "Colonize the Cape", but unless I'm missing something (maybe that's what the "Between Two Worlds" mission is about?) I think you've removed the mission about discovering Australia? It surprises me, considering the Dutch were not only the first Europeans to charter the island, but also to send settlers.
I noticed the same thing earlier, and i'm guessing that between two worlds is indeed something about australia or the pacific in general. It would be pretty odd for them to remove a mission, especially since it's not even an alt-history one.
 
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