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Developer Diary - 1.37 'Inca' Changelog

Hello everyone!

We're finally one week away from Europa Universalis IV: Wind of Change release!

The next Wednesday, May 8th, be ready to play with the Incan Empire, the Netherlands, the Timurids, and all the other countries we’ve added content on for this new expansion! Remember that you can pre-purchase it and receive an additional Music Pack with 3 songs to give an extra touch to your campaign with exploration and trade tones.

Meanwhile, we'll be hosting a Winds of Change Stream on our Discord server on Thursday, May 2nd at 13.00 CET, so be sure to check that out if you want to see any specific content of this expansion!

And just before the Release, the same day May 8th, we are going to be streaming on Twitch, to have a final recap of the content for Winds of Change and answer your questions. Foukos (our other new Embedded QA who recently finished the EU4 tutorial after a few thousand hours) and Ryagi, our Community Ambassador, are going to be our champions representing Tinto.

But before that, let’s talk about today’s Dev Diary since we're sharing with you the changelog of the new update, 1.37 'Inca'. Tinto has aimed to deliver an incredible experience with this new update, focusing on expanding the Mission Trees and mechanics for 3 different regions of the world, as well as much more new content, art, and music created for Winds of Change. The whole team is thrilled to share all this content with you, and we hope you are going to enjoy it. At the same time, we’ve also worked on fixing a number of bugs from previous versions, and other tweaks for the game.

Let’s go into the details and see you next week. Cheers!

[h2]Changelog Here 👇[/h2]
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######################## 1.37.0.0 ###########################

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###################

# Expansion Features

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https://store.steampowered.com/app/2854750/

- Incas: A mission tree for the Incas with 40 missions in total, 12 for Cusco to unify the region and form the Incas, and 28 missions for the Incan Empire; 1 new Government Mechanic, the ‘Divine Authority’; 1 new Government Reform, the 'Andean Empire'; 11 new Events; and additional content such as new decisions, mercenary companies, balancing and improvements for the Inti religion, and then Incan National Ideas.

- Aztecs: A mission tree for the Aztecs with 42 missions in total;1 new government mechanic, the ‘Tonalli’; 6 new Government Reforms; 3 new Estate Privileges; 6 new Events; a new Subject type, ‘Nahuatl Tributary’; and additional content such as a new local organization ‘Telpochcalli Academy’, updated National ideas, and new types of peace offers.

- Mayan: A mission tree for the Mayans with 40 missions in total; 2 new Government Reforms, the ‘Divine Kingship’ and ‘Mayan Confederation’; 5 new Estate Privileges; new province modifier for Obsidian in the Yucatan peninsula; and additional content such as new decisions, mercenary companies, and updated religious triggers for the Mayan religion.

- Sunset Invasion: A mission tree for Aztecs / Incas / Mayans with 34 missions in total; 2 new Estate Privileges; 8 new Events; 2 new CB types, ‘Sunset Invasion’ and ‘Sunrise Invasion’; a new subject type, ‘European Colonies’, allowing the creation of subjects in the Old World; and additional content such as naval doctrines, diplomatic actions, and more.

- Netherlands: A mission tree for the Netherlands with 64 missions in total; 4 new Government Reforms, like ‘Seven Provinces’ or ‘Modern Economics’; 5 new Estate Privileges, 12 new Events; and 2 new decisions, ‘Unite Two Crowns’, and ‘Overthrow Statist Stadholder’.

- Austria: A new mission tree for Austria with 53 missions in total, Including 6 branching missions about the ‘Legacy of Charlemagne’, and 6 more about the ‘German Conquest’; 3 new Government Reforms; 9 new Estate Privileges; 12 new Events; 2 new decisions, The ‘Iberian Union’ and the ‘Habsburg Land’; 2 new subject Types ‘Core Vassal’, and ‘Core Personal Union’; a disaster for Austria-Hungary; and additional content such as Diplomatic actions, mercenaries, Imperial Incidents, and disasters.

- Germany: A revamped German mission tree with 30 missions, of which 9 are new, and 21 are updated from the Emperor mission tree; 12 new Government Reforms; a new Government Mechanic, ‘Cultural Unity’; 2 new estate privileges; 15 new events; 2 new CB types, ‘Scramble for Africa’, and ‘Claim a piece’; and a new subject type, ‘Incorporated Vassal’.

- Venice: A new Venetian mission tree with 52 new missions in total; a new government mechanic, ‘The Council of Ten’; 2 new Government Reforms, ‘Promissione Ducale’, and ‘Merchant representation’; 15 new Events; and additional content such as new National Ideas for the ‘Golden Republic’, and a new Local organization, the ‘Scuola Grande’.

- Italy: A revamped Italian mission tree with 46 missions in total, of which 21 are new, and 25 are updated from the Emperor mission tree; 3 new Estate Privileges; 12 new Events; 3 new CB types, ‘Roman Ambition’, ‘Scramble for America’, and ‘Dismantle HRE’; and 1 type of mercenary company, the ‘Lost legion’.

- Bohemia: A new mission tree with 33 new Bohemian missions, including 6 branching missions covering different paths for a Hussite or a Catholic Bohemia; a new Mission tree to form Great Moravia, with 9 missions in total; 2 new Government Reforms, including ‘Bergordnung Reforms’ and ‘Wagenburg Tactics’; 1 new Estate Privilege; 10 new Events; and additional content such as new decisions, updates of the Hussite Religion, and Imperial Incidents.

- Hungary: A new Hungarian mission tree with 42 missions in total; 5 new Government Reforms, like the ‘Apostolic Kingdom’ and the ‘Cuman Lancers’; 2 new Estate Privileges, ‘Vegvar System’ and ‘Hungarian Royal cities’; 15 new Events; 1 new Local Organization, ‘The Order of the Dragon’; and a decision to form Austria-Hungary.

- Theodoro: A new mission tree for Theodoro with 20 new missions, including 4 branching missions about the paths of ‘Russian Alliances’ or ‘Russian Rivalry’; 3 new Government Reforms; 2 new Estate Privileges; 9 new Events; and additional content such as a new Diplomatic Action for Theodoro allowing them to request Foreign Generals from other nations, a new cosmetic country name, ‘Gothia’, and a new CB type, ‘Gothic Invasion’.

- Trebizond: A new mission tree for Trebizond with 20 new missions; 2 new Government Reforms, ‘Empire of Trebizond’. Crusader Nobility; 6 new Events; a new diplomatic action called ‘Heathen royal marriage’.

- Hisn Kayfa: A new mission tree for Hisn Kayfa with 38 new missions in total, including 4 branching missions on the ‘Conquest’ or ‘Alliances’ paths to decide the fate of Anatolia and Persia; 1 new Government Reform, the ‘Ayyubid Dynasty’; 8 new Events; and additional content such as a new flag, the new cosmetic country name ‘Ayyubids’, and more.

- Hormuz & Oman: A new mission tree for Hormuz and Oman with 36 new missions in total, with 18 shared missions, 10 unique missions for Hormuz, and 8 unique missions for Oman; a new Government Mechanic, the ‘Arabic trade influence’; 1 new Government Reform; 2 new Estate privileges, ‘Arabian traders’, and ‘Omani Marines’; 5 new Events; and a new cosmetic country name, ‘Zanzibar’.

- Timurids: A new Mission Tree for the Timurids with 50 missions in total; 2 new Government Reforms; 6 new Estate Privileges; 11 new Events; 1 new CB Type, ‘Reconquest of China’; additional content such as new decisions, a new Subject Type, the ‘Soyurghal’.

- Mughals: A new Mughal Mission Tree with 53 missions in total; 7 new Events; 6 new Estate Privileges; and additional content such as new decisions, and mercenary companies.

- Hordes: 3 new mission trees for the Hordes with 54 missions in total, covering the conquest path of the Tatars, Moghulistan, and the Mongols. 43 are shared missions for all the Hordes, 5 are unique missions for the Tartars, 3 unique missions for Moghulistan, and 3 unique missions for the Mongols, plus 6 Religious branching missions, covering the Devout, Tolerance, and Confucian paths; a new Government Reform; 9 new Estate Privileges; 10 new Events; 1 new Subject Type, the ‘Mongol Brother Realm’.

- 8 new Unit Packs, for the Umbrian, Romagnol, Croatian, Dalmatian, Slovakian, Renish, Westphalian, and Moldavian cultures, with 32 new sprites in total.

- 3 new Music Packs, of Pre-Columbian, Central European, and Central Asian flavors, with 9 new songs in total, plus an additional Music Pack with 3 songs for those Pre-Ordering the DLC.


###################

# Free Features

##################


  • Added 10 new achievements: ‘It's all coming together’, ‘Doge Ducats’, ‘Veritas Vincit’, ‘The eagle flies alone’, ‘Mayapahit?’, ‘There Khan only be one!’, ‘Baborg’, ‘Get out of my swamp!’, ‘Timurizz’, and ‘The Hungarian Games’.
  • Added 2 new formable nations, Austria-Hungary and Great Moravia.
  • Added a reworked generic Mission Tree with updated rewards and requirements, like regional claims or discounted advisors, for more than 15 generic or shared mission trees, including European, Berber, Indian, African, and Native American.
  • Changes in the set-up in Mesoamerica, the Andean region, Central Europe, and Central Asia.
  • Added 8 new Great Projects in America, Europe, and Asia for the owners of ‘Leviathan’. The Golden City (Nitra), the Schönbrunn Palace (Wien), the Amsterdam Bourse (Amsterdam), the Venetian Arsenal (Venice), the City of Sarai (Sarai), the Citadel of Aleppo (Aleppo), the Afqa Khojja Mausoleum (Kashgar), and Tzintzuntzan (Patzcuero).
  • Added a new Naval Doctrine for ‘Rule Britannia’, called ‘Pacific Vogaying’.
  • Added 3 new Local Organizations for ‘Golden Century’, the ‘Order of the Dragon’, the ‘Scuola Grande’, and ‘Telpochcalli Academy’.
  • Added new portraits for women advisors for North America, 21 new portraits covering all the possible combinations for administrative, diplomatic, and military advisors.


###################

# Gamebalance

###################


# Governments

- The Venetian Government no longer allows switching to a Monarchy or a Theocracy

- It's no longer possible to go over the special unit force limit with the Cossack government interactions

- The Great Mongol Horde government reform now allows to recruit banners in all of the primary culture provinces regardless of what culture they are of

- Government reforms which have the Iqta mechanics are now only usable by Muslims. This affects the Barbery Sultanate and the Ajuuraan Theocracy.

- Meritocracy mechanics can now be used correctly with Republic and Theocracy government types

- The government reform "Royal Marines" is now available to Great Britain and Angevin regardless of their primary culture

- The Great Mongol Empire reform now grants you the Siberian Frontier ability.


# Other

- Vassals contributing negative force limit are no longer affected by Vassals Force limit Contribution modifiers.

- The "Seize Court Resources" subject interaction has its cooldown increased from 5 to 10 years.

- The Mayan religion now gives -10% Cost of Advisors with Ruler's Religion instead of +1 Possible Advisors.

- The Chan Chan Citadel now starts at level 2 instead of 1.

- The Tenochtitlan monument now gives 0.5/1/2 yearly doom reduction instead of 1/2/3.


###################

# Interface

###################


# Icons/Art

- Rajputs will no longer have different banner colors in the army view window.


# Tooltips

- Added a tooltip for has_term_election = yes/no.


# Other

- Shift-clicking max accepted gold for a peace offer no longer puts the amount above 100 war score cost total.

- Fixed so that the court view refreshes when there's a new monarch.

- Fixed so game options in the game lobby start at their positions instead of moving to them.

- Cultures that are promoted for free now have an indication.

- Great Project construction progress added to the outliner.


###################

# Usermodding

###################


# Effects

- Added round_variable, second value > 0 gives Ceiling, second value = 0 gives Round and second value < 0 gives Floor.

- Added a force_create_marriage effect which allows to creation of royal marriages between nations with religions disallowing it.

- add_accepted_culture_or_dip_power takes in culture slots from tech correctly. Is no longer a scripted effect.


# Modifiers

- Added reverse_relation_with_heretic_religion and reverse_relation_with_heathen_religion modifiers.


# Other

- Added frame_variable for custom icons to avoid many frame clauses.

- Added custom GUI to colonization view.

- Added custom GUI to siege view.

- Added custom GUI to the topbar interface.

- Added a custom_window to the custom_gui.

- Added "on_state_edict_enacted", "on_state_edict_removed", "set_state_edict" effects.


###################

# Script

###################

# Achievements

- Trade Protectorates now count for achievements.


# Decisions

- The decision to form Tuscany will no longer display the “Swap your missions” if your missions will not swap

- All Adm Tech 20 Formable countries will now require Adm Tech 18.

- Forming the LPC will no longer change your Lithuanian primary culture to Polish and the latter will just be an accepted culture.

- The "Thalassocracy" Decision now may be completed with Trade Ideas.

- You no longer need to have direct control over the Chinese cities, Central Asia, Crimea, and Urals to form the Mongol Empire.

- Forming Japan will now grant claims on Korea if the Domination DLC is active.



# Events

- The event "The Destruction of the Persian Embassy" now properly refers to Persia.

- The Mamluk mission Naval Enterprise's event reward will offer a choice for players without the Rule Britannia or Golden Century DLCs.

- Added a second option in the Rebirth of Great Armenia event to allow keeping your old idea set

- The event "A Very Strategic Marriage" can no longer trigger while either Castile/Spain or Austria are at war.

- The End of the Tatar Yoke event has now a different description if it breaks when the Horde owner changes its government reform.

- The event "The Milanese Succession" will grant a vassal instead of a union CB if Milan is ineligible for a union.

- The event Feast of the Dead will no longer fire for non-Dakota culture countries.

- The event Porcelain in Meissen will now correctly grant a Mill or upgrade the Production building if possible.

- The event "Fall of the Mamluk Sultanate" will not trigger if Egypt already exists.

- The Persian event 'Weaving Gold & Silk' now properly gives prestige or mana.


# Ideas

- The Aztec idea of "Imperial Tribute" now gives 1 Monarch Power Tribute from the Tributary States and -10% Liberty Desire of Subjects instead of 10% Tax Efficiency, the Aztec idea of "Pochtecayotl" now also gives +10% Burgher loyalty equilibrium.

- The Incan idea of "Machu Picchu" now gives -10% Great Project Upgrade Cost; the Incan idea of "Quipu" now gives -5% Administrative Tech Cost.

- Tuscan Traditions now offer Reformed and Protestant alternatives to Papal Influence.


# Missions

- Fixed some wrong highlighting for the "The Eyalet of Persia" Ottoman mission.

- Fixed a broken tooltip for the requirements of the tur_venetian_relations Ottoman mission.

- The Russian Mission mos_rus_conquer_persia will no longer mismatch the requirement religion with the effect of the potential ally it requires.

- The Qing mission "Expel Foreign Merchants" will now correctly grant its reward.

- The Russian mission "Appease the Patriarchate'' makes it now extra clear that the reward does NOT remove the state maintenance from consecrated Metropolitans. It just slaps a -10% local state maintenance on the modifier which negates the extra cost.

- The Ottoman mission "The Eyalet of Persia" will no longer give claims on the Khorasan region as the previous mission already gave these claims before.

- Georgia AI will no longer vassalize the Trebizond player by completing "Deal with the Komnenids".

- The mission "Modernize the Banners" for Qing, now has a fallback if the EoC does not exist.

- The Polish mission Varna Aftermath will no longer check for the Emperor DLC for one of its effects.

- The Songhaian mission "Army Professionalism" can now be completed even if you don't own Cradle of Civilization.

- Generic missions now have generally more flavorful and interesting rewards.


# Setup

- Renamed Chagatai to Moghulistan.

- The starting ruler of Oirat now has his birth year set to 1407

- Venice now has Thessaloniki (ID: 148) at the game start

- Replaced all mentions of "Tarascan" with "Purépecha" due to the former being a derogatory term

- Tarija is now a mountain province, and Camana is now a Coastal Desert province.


# Other

- Renamed the "Imperial Ban" cb from incidents to "Imperial Campaign".

- Added AI logic to the new policies from 1.35, allowing them to pick those policies.

- Added dynamic province names for Austrian and Bavarian cultures.

- The Great Mongol Horde government reform can now recruit banners in all of their primary culture provinces regardless of what culture they are of.

- The Anglican church action "Reformation Diplomacy" now also affects Hussites.

- The government reform "Royal Marines" is now available to Great Britain and Angevin regardless of their primary culture.

- Improved the tooltiping of the Burgundian Inheritance, notifying the player that they will declare war on Burgundy in 10 days.

- The Burgundian Succession will now properly tell you what provinces you release when the Emperor demands the Lowlands. Additionally, you no longer release provinces that are NOT part of the HRE and are NOT Dutch, Flemish or Frisian.

- The Burgundian Succession will no longer trigger when Burgundy has already fallen into a PU under somebody else before.

- It is now possible to be eligible for the Burgundian Succession by accepting a royal marriage by Burgundy too. In other words, you are no longer forced to be the one sending the Royal Marriage to Burgundy.

- Modernizing as a native country will now properly replace your buildings with an adequate new building (said replacement cannot be from a higher tech than tech 10 though, and manufactories are excluded).

- The Technotitlan monument now gives 0.5/1/2 yearly doom reduction instead of 1/2/3.

- The capitals of Theodoro and Hisn Kayfa are now treated by the AI as fixed.

- Orthodox rebels can no longer convert your provinces when you give in to the Pope's pressure and form the Latin Empire.

- The circumnavigation event now gives monarch power if you have already 100 Prestige.


###################

# Bugfixes

###################

- Fixed heir and consort names for Janissary countries.

- province_trade_power_modifier is now called "Local Trade Power Modifier" instead of just "Local Trade Power", a name that is already used by province_trade_power_value.

- AI will now want to form Spain Diplomatically.

- Fixed the issue of being able to declare war on someone transferring trade power to you when either you or the recipient are subjects.

- Fixed issue where music would start playing when paused and locked windows.

- Fixed an issue that allowed Russia to gain modernization from countries that are technologically not any more advanced than Russia.

- Fixed tax increase not being displayed in confirmation popup when the development of temple privileges is active.

- Fixed so “Strong Duchies” and better integration estate privileges don't get removed when tag switching.

- Spy network now correctly transfers over when the target forms a new country.

- Fixed parliament seat map mode tooltip.

- Fixed the issue with having to double-click the trade node button in the province view.

- Fixed how we decide what government icons to show for tribes.

- Fixed issue with not being able to cancel construction of annexed subjects.

- Fixed an issue where monastic orders could generate female heirs.

- Fixed so loading from in-game resets province highlights.

- Fixed a hot join desync related to the tariff being set to 0.

- Fixed a CTD related to AI attempting to claim RNW state.

- Fixed potential crashes when annexing countries that have hereditary pronoiars.

- Fixed missing tooltips for scripted GUI in the celestial empire view.

- Fixed custom GUI not working in the parliament view.

- Fixed a crash when using custom GUI scripted boxes when they aren't defined in custom GUI files.

- Pathfinding will now correctly take into account open seas when finding a sea path greatly penalizing moving through them.

- Changed the description of the Warned popup to mention only bordering countries, not all countries.

- Decisions linked with estates now show their names correctly in the statistics and history window.

- Fixed a bug with the Grown by development trigger which was making the French mission Shield of Outremer harder after a reload.

- Colonies will no longer use colonial region colors when playing without Leviathan DLC.

- Greatly shortened the vassal modifier description tooltip.

- Fixed weird indentation for separatism effects.

- Getting an upgraded default trade policy will now correctly set all merchants to it.

- Provinces no longer get bonus trade power from “Promote Investment” action when they are not in a trade company.

- Fixed one missing new line in trade power modifiers.

- Changed description of the Spread Revolution peace treaty to no longer say the revolution will be spread only on one continent as it is no longer true.

- The music player will now correctly display the pause button when the music is playing.

- Annexing a subject will no longer use up more diplomatic power than needed.

- Placate ruler can no longer be used when the modifier is at -100% LD.

- Breaking alliances with Favours is now possible without the Rights of Man DLC.

- Fixed areas appearing in the claim area diplomatic action menu even though there are no provinces to be claimed.

- Flagship modifiers given to a country now are correctly applied to the flagships owned by that country.

- Fixed a gray window appearing when trying to build boats in a landlocked country.

- Fixed a bug that disallowed giving away province occupations in some cases.

- The Tooltip for not being able to build a building in a province now correctly displays the reason when it's due to a missionary or cultural conversion.

- AI will no longer be able to declare a war on the date a truce ends making the player unable to declare a war themselves.

- Attacking vassals will now correctly call in a coalition that their overlord is part of.

- AI will no longer be able to cancel the movement of a unit if it is not allowed to stay in a province. AI will no longer be able to hide boats in occupied provinces.

- type = random will no longer crash the game due to wrong Province ID calculation.

- Imperial incidents do not refer to the wrong countries.

- Macrobuilder now correctly shows special unit constructions in the special unit force limit number.

- Fixed inconsistent displayed values for force limit with special mercenaries not contributing to force limit.

- Ai will now take Defender of Faith when possible.

- Fixed framerate drop in the economy tab while playing as a big nation.

- Fixed a bug where attaching units to already moving units causes the attached units to desync with the main army.

- Removed the ability to cancel any movement with automatic ship transportation.

- Fixed modifiers in reforms for players with missing DLCs.

- Fixed overextension events not firing at all as well as on_overrun on action not firing any events.

- Calling an ally who is also a defender of faith into an offensive war won't cause the tooltip to display wrong information.

- Chance to inherit personal unions modifier now adds correctly to the overall chance.

- Centers of Reformation will now use the owner's heathen missionary strength when converting heathen provinces.

- Army maintenance will no longer influence mercenary morale damage.

- Added a missing new line after a change of siege effect.

- Fixed missing localization for mechanic_heirs.

- Changing the name of an heir will no longer speed up personality gain timers for the ruling monarch.

- "Establish the Qizilbash Regiments" privilege's modifiers are no longer hidden until it is enacted.

- Scripted triggers with estate_influence no longer fail trigger validation.

- Fixed custom attributes not appearing in government reform tooltips.

- Knowledge-sharing actions now correctly calculate colonial range.

- Imperial Mercenaries will no longer cost negative money when hired with enough negative modifiers.

- Strict Drillmaster and Inspirational Leader leader personality traits now work correctly giving modifiers to armies.

- Subjects not costing a diplomatic relation no longer cause royal marriages with them to cost a relation slot.

- The 'Cannot combine with' tooltip for peace options now correctly displays the one for annul treaties.

- Outliner now correctly shows that vassal annexation is halted when their provinces are occupied.

- Personal Union calculations are no longer different for nations with more than 1000 development.

- It is no longer possible to rival yourself after forming a nation.

- It is no longer possible to mothball and move ships at the same time, locking them forever in a sea tile.

- Fixed incorrect localization for Rajput regiments in tooltips.

- Regency ending notification no longer appears with Leviathan DLC disabled.

- Disband ship tooltip and message no longer displays max sailor count incorrectly.

- Upgrade trade center notification no longer appears with Dharma DLC disabled.

- Fixed the chat channel kick button and added tooltips.

- Fixed issues with independence support war declarations when multiple subjects are involved.

- Fixed issue with tooltipping past incident of Hanseatic League Decline not mentioning who got embargoed.

- Fixed a bug where the capture of the Ming emperor event would trigger for the Ming heir instead of the ruler.

- Fixed an issue that fired the starting Georgian events when reloading the savefile as a custom nation Georgia.

- The Nizwa Fort Great project will now grant attrition in the area, in the third tier.

- Fixed an issue with the Mamluk agenda 'Develop Military Infrastructure.

- The 'Mercantile Relationship' Mamluk mission will no longer reference Galleas special units if you don't own 'Domination.

- The event 'Heirs of the Romans' will no longer remove the 'Armenian Union' modifier for Georgia.

[/expand]

EU4 Dev Diary - Art & Achievements

Hello everybody! Welcome to today’s Developer Diary!
My name is Stefan and this is my first time presenting a Dev Diary, so let me do a small introduction.
I am acting as the 3D Art Coordinator at Tinto and my main responsibility is to coordinate all the efforts of the Tinto 3D art team and make sure we create a cohesive and consistent artist look.
Now, let's proceed and allow me to present some artwork for Winds of Change DLC. Afterward, Dargeths will present the new achievements for the 1.37 update.

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[h2]Loading Screen[/h2]
As usual, the first piece of art is the loading screen. Since the Incas are one of the pillars for the Winds of Change DLC and the free update, we’ve decided to introduce a new leader for the Pre-Columbian Civilizations, marking the first since El Dorado in 2015, which featured Moctezuma II in Tenochtitlan. Our choice was Pachacuti Inca Yupanqui, also called Pachacútec (1438–1471), because of his importance as the founder of the Incan Empire.

Pachacútec was the ninth Sapa Inca of the Kingdom of Cusco, one of the most important cities in the Incan Empire. He successfully brought together the territories spanning from Quito to present-day Chile, forming the Incan Empire. Among his notable achievements was the creation of the world-famous Machu Picchu. Therefore, we decided to portray him in front of this town at its peak, full of gardens and llamas. Fun fact, in Quechua, Pachakutiy means 'the turn of the world'.

So we can probably say that he is the perfect candidate for Winds of Change since this DLC is about changing, and updates focusing on almost half of the world!


(A higher resolution image can be found over on our forums)

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[h2]UI Art[/h2]

Our 2D artists have spent the last few months creating new illustrations and icons. More than 300 new art assets have been added to the DLC, including more than 100 new mission icons, 25 new government reforms, and 5 new government mechanics to cover all the content created for Winds of Change and the 1.37 update. Here are some of our favorite examples:






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[h2]Unit Models[/h2]

Moving on to 3D models, with Winds of Change we have included 32 new unit models.

Our criteria for choosing the specific countries was to focus on areas lacking distinctive representations, presenting a considerable challenge as we've already explored most of the globe in previous DLCs. So let’s see who’s ending up with the newest fanciest uniforms and cool hats.

[h3]Romagnol Culture[/h3]



Romagnoli is one of the most important cultures in what is modern Italy today, while in the past the Duchy of Ferrara was involved in the infighting with their neighboring states in the region. One of our main inspirations was the Gala armor of the Italian General Alessandro Farnese, Duke of the Parma and Piacenza, which is very clear in the design of the early age armor set, and the heavy armor is also visible on the second unit, before going into a more modern and light uniform for the later ages, with more focus on agility and utility.

[h3]Umbrian Culture[/h3]



The Umbrian countries (Urbino, Spoleto, and Perugia) fell under the control of the Papal States in the Middle Ages. They used a great variety of armor pieces, but in general, they wore padded clothing, chainmail, breastplates, and helmets. We see that especially between the 15th and 17th centuries, one of our inspirations for them was the Infantry of House Frederico da Montefeltro. For the later ages, the uniforms were also more based on mobility and utility, with the use of belts and pouches for ammunition and occasionally swords or bayonets as well.

[h3]Rhenish Culture[/h3]



The Rhenish units came from one of the most important regions in Germany during the period, and had great recognition for their military force and discipline, playing an important role in European military history during the 16th and 17th centuries. For the units in the earlier ages, we got inspiration from the typical Rhenish Palatinate Landsknecht outfit, with its intricate designs and very unique use of colors and style. For the later ages, the main inspiration was the Regiment Von Nassau and also the 2nd battalion of the 6th Infantry of the Confederation of the Rhine.

[h3]Westphalian Culture[/h3]



The Westphalian units (like Munster, Dortmund, or Oldenburg) had a very significant military history in Europe during the 16th and 17th centuries. For our early-age units, our main inspiration was the Maximilian armor, a typical 16th-century German plate armor made in steel and decorated in a very specific way that helped to deflect blades during melee combat.

[h3]Dalmatia Culture[/h3]



Most of Dalmatia, in the eastern coast of the Adriatic sea, was part of the Venetian Republic for most of the period, their inhabitants having served in the armies, while the most relevant independent state in 1444 was the Republic of Ragusa. The Dalmatians' impact and expertise in maritime warfare are clearly apparent in the design of the units, crafted to maintain the essence of a military force seamlessly integrated with a naval fleet.

[h3]Croatian Culture[/h3]



As Croatia was part of the Habsburg Monarchy during most of the period, they were quite important for the military forces of the Habsburg and were involved in many conflicts and campaigns across Europe, including the Thirty Years War. One notable feature of the units is the influence of this Croatian military style, showcased in one of the outfit designs featuring their distinctive cravat. This design also served as inspiration for the formation of the Cravat Regiment in contemporary Croatia. Additionally, countries with Slovenian culture will use these Croation unit models as well.

[h3]Moldavia[/h3]



Moldavia starts in EUIV as an independent principality, but soon after fell under the control of Lithuania, then passed into the hands of the Ottomans for about 200 years, and finally was annexed by Russia at the end of the 18th century, which would make their units to be part of different army forces of the Eastern European region. Nevertheless, they managed to maintain some independence during all these years. We have tried to portray their culture while showing some influence of their rulers. For the late-age uniform we decided to use a tall shako with leather details, decorative lace on the pants and utility belt, and sashes for the sword and sharp-looking jacket.

[h3]Slovakian Culture[/h3]



The Slovakian units are based upon the region of Nitra, situated in present-day Slovakia, a region mostly that was controlled first by Hungary, and then by the Habsburg monarchy. Our design inspiration drew heavily from early Habsburg military attire. We decided for a more distinctive approach by crafting lighter variations of these uniforms, avoiding bulky breastplates and armor in favor of a more agile appearance.


-------------


[h2]Portraits for Woman Advisors in North America[/h2]

As we mentioned last week, we have decided to include the last possible combinations of advisors that were missing, to cover all the different graphical cultures (such as European, African, Muslim, and East Asian cultures). This means that with the upcoming Update 1.37, you will be able to enjoy a total of 21 new portraits for women advisors in North America. These portraits will cover all the possible combinations for administrative, diplomatic, and military advisors. Let's take a look at all of them!



-------------


[h2]Winds of Change Art[/h2]

We are extremely happy about the great reception that the key art for Winds of Change has received. We would like to take this opportunity to give you some context as to who the different characters starring in this art piece are. The idea behind this illustration is to portray these three different rulers facing the dawn of a new age. Let’s start with the closest ruler; the last Incan, Atahualpa. The second is Babur, founder of the Mughal Empire and descendant of Timur and Genghis Khan. And the last one is William of Orange, also known as the Silent, who was the leader of the Dutch Revolt against the Spanish Habsburgs.


(As with the loading screen art, you can find a higher resolution over on our forums)

-------------


[h2]Achievements[/h2]

Let’s move to the next section since [USER]@Dargeths[/USER] is going to talk about Achievements implemented in 1.37.


[h3]It's all coming together[/h3]
Complete the Incan mission tree (Sunset invasion missions excluded).

A path of conquest for the Inca is waiting for you, it only requires adoring the Inti Gods, embracing the Andean traditions, and pulling the right lever.


[h3]Doge Coins[/h3]
Starting as Venice, become the Economic Hegemon.

A rich doge is a happy doge, especially when he has an enormous fortune thanks to his crazy investments that can reach to the moon.



[h3]Veritas Vincit[/h3]
Starting as Bohemia, make Hussite the official faith of the Empire and become the Emperor.

With the Emperor dethroned it is time to redecorate a bit. The Goose seems superior to an eagle anyway!



[h3]The eagle flies alone[/h3]
Starting as Hisn Kayfa, reach a forcelimit of 500k

We know that Hisn Kayfa already had one achievement but is not enough to calm the ambitions of the Saladin Eagle. Now you have a second excuse to do the new playthrough of Hisn Kayfa into Ayyubids.


[h3]Mayapahit?[/h3]
Starting as any Mayan country, form Maya and own or have a subject own the island of Java.

What happened? You seem confused. Majapahit? What is that? It has always been Mayan land.


[h3]There Khan only be one![/h3]
Starting as a Steppe Horde, ensure there exists no other horde on the world.

The steppes are a land of greedy and ruthless people. Here alliances and brotherhoods are created as quickly as they are destroyed. Only a warrior can survive unifying the Hordes under a single rule.


[h3]Baborg[/h3]
As the Mughals, assimilate at least 12 culture groups.

Babur was famous for forming the Mughal Empire and conquering most parts of India. But the Babur's ultimate goal is ’achieving perfection’ and assimilating the rest of the world.


[h3]Get out of my swamp![/h3]
As the Netherlands, own all of the Low Countries and have 50% or more Fort Defense.

Sooomebody once told me, the world is gonna roll me… And even more so if you decide to go into the Dutch swamp.



[h3]Timurizz[/h3]
Starting as the Timurids, have 75 prestige and 5 allies with 100 trust and 150 opinion

The lame was a benevolent ruler who decided to spread love and freedom to Central Asia, or that is what I remember from school.



[h3]The Hungarian Games[/h3]
Starting as Hungary, win 23 battles with the Black Army against at least 12 different countries.

The Hungarian Games are close to starting, but this year the Black Army has all the numbers to achieve the victory over the rest of the tributes.

A last note. Since Winds of Change and the 1.37 ‘Inca’ update is are mainly focused on giving flavor to different regions and countries, we have adjusted different old achievements related to the new content added from previous patches to make sure that all of them are possible to complete with the new set-up for Europa Universalis IV.

-------------

This concludes this week's Dev Diary and also the second to last Dev Diary before the release of Winds of Change. Next week, Dargeths will talk about the Patch Notes for the 1.37 Inca Update.

Grand strategy legend embraces the changing face of history in new DLC

With over ten years of updates, DLC releases, and more, Europa Universalis 4 has become a colossal juggernaut in the grand strategy genre. From releases focusing on the Baltic Sea nations to adding extra flavor to the Ottomon Empire, there's DLC that encompasses nearly every aspect of the game's four-hundred-year timeline. Now, it's expanding even further with the announcement of the upcoming Winds of Change DLC.


Read the rest of the story...


RELATED LINKS:

Decade-old grand strategy game gets a full alternate history overhaul

Two leading Paradox grand strategy games get sudden price hike

Europa Universalis 4 is suddenly free to play, but you don't have long

Europa Universalis IV - Winds of Change Announced & 1.37 Free features.

Hello and welcome to the latest EUIV Dev Diary! Today, I’m going to present you a bit different one, addressing various topics related to the upcoming DLC and patch:

  • The trailer and release date for Winds of Change, our newest Expansion for Europa Universalis IV
  • A summary of all the features that are available in Winds of Change.
  • A showcase of the free content we've included in the 1.37 ‘Inca’ update, which includes improvements to the base game, new modding tools, a fresh set of portraits for women in North America, and a total of nine new monuments exclusively for owners of the Leviathan DLC.

Before diving into the details, I would like to share the amazing trailer that our Marketing team has prepared for Winds of Change. Let us know what you think!

[previewyoutube][/previewyoutube]

So, you may wonder what’s Winds of Change about, all in all? As you may have seen in the previous Dev Diaries, we have endeavored to add new content for 3 very different regions of the world, as America, Europe, and Central Asia are receiving new flavor in the upcoming DLC. So the main topic is the rise from the ashes of old empires, and the creation and the first steps of new ones. All of this is accompanied by the exploration into new lands, the trade of valuable resources, and the defeat of powerful enemies with your armies. You are going to be able to face different starting points from a very humble beginning, then overcome almost impossible odds to become a world hegemon.

Therefore, to those eagerly anticipating playing the new expansion, I have good news: Winds of Change will be released on May 8th. And if you wish to pre-purchase our DLC, you can do so now, in which case you will receive a bonus Music Pack that includes three songs. These songs will be unlocked on the same day as the expansion. The theme of them is exploring and trading in the new frontiers, with each song being about one of the regions that we’ve focused the new content on for Winds of Change:

  • Atlantic Navigation - For those who want to immerse themselves as adventurers traveling to the New World.
  • Hanseatic Trade - For those who want to immerse themselves as a Sea Wolf visiting different harbors and towns.
  • Silk Road - For those who want to immerse themselves in this millennia-long trading road.


https://store.steampowered.com/app/2854750/Expansion__Europa_Universalis_IV_Winds_of_Change/

Let's dive now into the details of this Dev Diary, starting with a recap of the main features of Winds of Change. Similar to the approach we took with King of Kings, we want to provide you with a comprehensive overview of all the content that we have prepared for this DLC. We believe in the importance of transparency and clarity when it comes to the type and amount of content that this expansion will bring to the game.

Our ambition with Winds of Change has been creating interesting situations for the most requested countries that have not received content in a while. That’s said, let’s move on.


-------

Incas

The Inca Empire is ready to control all the Andes, from Quito to Patagonia, crushing whatever enemy questions their domain.

  • A mission tree for the Incas with 40 missions in total, 12 for Cusco to unify the region and form the Incas, and 28 missions for the Incan Empire.
  • 1 new Government Mechanic, the ‘Divine Authority.’
  • 1 new Government Reform, the 'Andean Empire'.
  • 11 new Events.
  • Additional content, such as new decisions, mercenary companies, balancing and improvements for the Inti religion, and National Ideas for the Incas.


-------

Aztecs

Consolidate the Mesoamerican tribes under your domain offering sacrifices to the Aztec gods.

  • A mission tree for the Aztecs with 42 missions in total.
  • 1 new government mechanic, the ‘Tonalli’.
  • 6 new Government Reforms.
  • 3 new Estate Privileges.
  • 6 new Events.
  • A new Subject type, ‘Nahuatl Tributary’.
  • Additional content, such as a new local organization ‘Telpochcalli Academy’, updated National ideas, and new types of peace offers.


-------

Mayan

The Yucatan peninsula has always been full of jungles and dangers. Manage to unite the Mayans once again using the environment in your favor.

  • A mission tree for the Mayans with 40 missions in total.
  • 2 new Government Reforms, the ‘Divine Kingship’ and ‘Mayan Confederation’.
  • 5 new Estate Privileges.
  • New province modifier for Obsidian in the Yucatan peninsula.
  • Additional content, such as new decisions, mercenary companies, and updated religious triggers for the Mayan religion.


-------

Sunset Invasion

It's time to face the newcomers and expel them from our lands. Use their technology to upgrade your empire and even prepare your army for a counterattack on their lands.

  • A mission tree for Aztecs / Incas / Mayans with 34 missions in total.
  • 2 new Estate Privileges.
  • 8 new Events.
  • 2 new CB types, ‘Sunset Invasion’ and ‘Sunrise Invasion’.
  • New subject type, ‘European Colonies’, allowing the creation of subjects in the Old World.
  • Additional content such as naval doctrines, diplomatic actions, and more.


-------

Venice

The Serenissima Republic of Venice has lost the momentum gained over the last century. The Ottomans have begun to cut off its commercial influence in the Mediterranean, something they cannot afford.

  • A new Venetian mission tree with 52 new missions in total.
  • A new government mechanic, ‘The Council of Ten’.
  • 2 new Government Reforms, ‘Promissione Ducale’, and ‘Merchant representation’.
  • 15 new Events.
  • Additional content such as new National Ideas for the ‘Golden Republic’.and a new Local organization, the ‘Scuola Grande’.


-------

Italy

Italy has always been proud of its heritage as the true successor of Rome. If they can achieve the unification of the peninsula, they can try to revive their ancient glory.

  • A revamped Italian mission tree with 46 missions in total, of which 21 are new, and 25 are updated from the Emperor mission tree.
  • 3 new Estate Privileges.
  • 12 new Events.
  • 3 new CB types, ‘Roman Ambition’, ‘Scramble for America’, and ‘Dismantle HRE’.
  • 1 type of mercenary company, the ‘Lost legion’.


-------


The Netherlands

The Dutch mercantile empire is awakening. Trade and exploration have never been so profitable under the rule of the Orange family.

  • A mission tree for the Netherlands with 64 missions in total.
  • 4 new Government Reforms, like ‘Seven Provinces’ or ‘Modern Economics’.
  • 5 new Estate Privileges.
  • 12 new Events.
  • 2 new decisions, ‘Unite Two Crowns’, and ‘Overthrow Statist Stadholder’.


-------

Hungary

The Magyars dominated different thrones not so far ago. With the Black army on their side, they will try to reconquer the lost power over their neighbors.

  • A new Hungarian mission tree with 42 missions in total.
  • 5 new Government Reforms, like the ‘Apostolic Kingdom’ and the ‘Cuman Lancers’.
  • 2 new Estate Privileges, ‘Vegvar System’ and ‘Hungarian Royal cities’.
  • 15 new Events.
  • 1 new Local Organization, ‘The Order of the Dragon’.
  • The ability to form Austria-Hungary.


-------

Austria

The Habsburgs have always been open to diplomatic marriages to increase their ambition to dominate the whole of Europe under one dynasty.

  • A new mission tree for Austria with 53 missions in total, Including 6 branching missions about the ‘Legacy of Charlemagne’, and 6 more about the ‘German Conquest’.
  • 3 new Government Reforms.
  • 9 new Estate Privileges.
  • 12 new Events.
  • 2 new decisions, The ‘Iberian Union’ and the ‘Habsburg Land’.
  • 2 new subject Types ‘Core Vassal’, and ‘Core Personal Union’.
  • A new formable nation, Austria-Hungary.
  • Additional content such as Diplomatic actions, mercenaries, Imperial Incidents, and disasters.


-------

Bohemia

The Hussite Wars have put Bohemia in a difficult position. Claim the Emperor's crown by staying in the catholic church, or claim it by force in the name of the Hussites.

  • A new mission tree with 33 new Bohemian missions, including 6 branching missions covering different paths for a Hussite or a Catholic Bohemia.
  • A new formable nation, Great Moravia, with its own branching mission tree, with 9 missions in total.
  • 2 new Government Reforms, including ‘Bergordnung Reforms’ and ‘Wagenburg Tactics’.
  • 1 new Estate Privilege.
  • 10 new Events.
  • Additional content such as new decisions, updates of the Hussite Religion, and Imperial Incidents.


-------

Germany

Navigate the different cultures of the German lands and unify them into a true empire, ready to claim its place in the sun.

  • A revamped German mission tree with 30 missions, of which with 9 are new, and 21 are updated from the Emperor mission tree.
  • 12 new Government Reforms.
  • A new Government Mechanic, ‘Cultural Unity’.
  • 2 new estate privileges.
  • 15 new events.
  • 2 new CB types, ‘Scramble for Africa’, and ‘Claim a piece’.
  • Added a new subject type, ‘Incorporated vassal’.


-------

Hisn Kayfa

The last bastion of the Ayyubids is ready to take control again and unite Syria, Egypt, and Arabia under their dynasty.

  • A new mission tree for Hisn Kayfa with 38 new missions in total, including 4 branching missions on the ‘Conquest’ or ‘Alliances’ paths to decide the fate of Anatolia and Persia.
  • 1 new Government Reform, the ‘Ayyubid Dynasty’.
  • 8 new Events.
  • Additional content such as a new flag, the new cosmetic country name ‘Ayyubids’, and more.


-------

Hormuz /Oman

Assert your dominance in the Arabian Peninsula and create a Trade Empire over India, East Africa, and beyond.

  • A new mission tree for Hormuz and Oman with 36 new missions in total, with 18 shared missions, 10 unique missions for Hormuz, and 8 unique missions for Oman.
  • A new Government Mechanic, the ‘Arabic trade influence’.
  • 1 new Government Reform.
  • 2 new Estate privileges, ‘Arabian traders’, and ‘Omani Marines’.
  • 5 new Events.
  • A new cosmetic country name, ‘Zanzibar’.


-------

Trebizond

The prestigious Kommenoi family needs to restore their power using alliances, no matter what type of faith they proceed.

  • A new mission tree for Trebizond with 20 new missions.
  • 2 new Government Reforms, ‘Empire of Trebizond’. Crusader Nobility
  • 6 new Events.
  • A new diplomatic action called ‘Heathen royal marriage’.


-------

Theodoro

The Gothics in Crimea are waiting to expand their domains over the Black Sea. New campaigns and invasions are in store for those who are ready to raise the banner again.

  • A new mission tree for Theodoro with 20 new missions, including 4 branching missions about the paths of ‘Russian Alliances’ or ‘Russian Rivalry’.
  • 3 new Government Reforms.
  • 2 new Estate Privileges.
  • 9 new Events.
  • Additional content such as a new Diplomatic Action for Theodoro allowing them to request Foreign Generals from other nations, a new cosmetic country name, ‘Gothia’, and a new CB type, ‘Gothic Invasion’.


-------

Hordes

Foreign Powers have encroached onto the steppe lords of Asia. Put an end to their decline and raise the banners of renewed conquest.

  • 3 new mission trees for the Hordes with 54 missions in total, covering the conquest path of the Tatars, Moghulistan, and the Mongols. 43 are shared missions for all the Hordes, 5 are unique missions for the Tartars, 3 are unique for Moghulistan, and 3 are unique missions for the Mongols. Plus 6 Religious branching missions, covering the Devout, Tolerance, and Confucian paths.
  • A new Government Reform.
  • 9 new Estate Privileges.
  • 10 new Events.
  • 1 new Subject Type, the ‘Mongol Brother Realm’.
    -------
Timurids

Timur was a threat that only a few remember. His heirs have ruined a once-great legacy and the empire is close to collapse. It’s time to take control and decide the fate of an Empire that will shape and impact the history of the world.

  • A new Mission Tree for the Timurids with 50 missions in total.
  • 2 new Government Reforms.
  • 6 new Estate Privileges.
  • 11 new Events.
  • 1 new CB Type, ‘Reconquest of China’.
  • Additional content such as new decisions, a new Subject Type, the ‘Soyurghal’.


-------

Mughals

Coming from Central Asia, this Gunpowder Empire has only one objective in mind: "Conquering India and embracing their heritage and traditions”.

  • A new Mughal Mission Tree with 53 missions in total.
  • 7 new Events.
  • 6 new Estate Privileges.
  • Additional content such as new decisions, mercenary companies.


-------

Flavour Content
  • 32 New Unit Sprites.
    • 4 new units for Umbrian culture.
    • 4 new units for Romagnol culture.
    • 4 new units for Croatian culture.
    • 4 new units for Dalmatia culture.
    • 4 new units for Slovakian culture.
    • 4 new units for Moldavia.
    • 4 new units for Renish culture.
    • 4 new units for Westphalian culture.
  • 3 New Music Packs, with 9 new songs in total.
    • Music pack with 3 new songs of Pre-Columbian flavor.
    • Music pack with 3 new songs of Central European flavor.
    • Music pack with 3 new songs of Central-Asian flavor.

-------

Let’s now move into the content added as a part of the free 1.37 ‘Inca’ update. The first decision we made was to take a look at the generic mission trees, which have not received attention over the years, therefore making their overhaul to be consistently on the player’s wishlist.

Although we have not reworked the entirety of the missions, as many country-specific missions are dependent on them or their structure, we have decided to at least update them and give them some much-needed attention.

First of all, we have addressed the lack of claims. In the new update, generic missions will award you with claims on neighboring provinces, and as you progress further down the tree, you will also gain permanent claims on your home region and on all neighboring areas.



Secondly, we have updated some of the rewards, making stuff such as Prestige, Army Tradition, or Mercantilism be converted into monarch points should you go over the limit of these resources. For example, the effect add_prestige was replaced by add_prestige_or_monarch_power.

Moreover, many missions have received completely new rewards, including discounted advisors, explorers, admirals, power projection, and more!

Overall, we have given a facelift to about 15 different generic or shared mission trees, including European, Berber, Indian, African, and Native American, just to name a few.

-------

Let’s move to the modding part. We have added new functionalities to allow you to create content. The most relevant tools are:

  • Icon frames can now be tied to variables of ROOT. It allows for easier implementation of progress bars as well as making icons with many frames no longer require many if clauses.


Code:

custom_icon = {
...
frame_variable = "variable_name" #Use the value of a variable to determine the icon frame
...
}
  • The custom window has been added as a new interface element that can hold other scripted and non-scripted elements inside it. It allows for easier organization of the UI and saves on the performance of checking potentials. Windows not fulfilling its potential won't check the potential of the elements inside it.


Code:

custom_window = {
name = custom_window_testing #Must match a scripted windowType in a .gui file
potential = { } #Determines when the window is visible, and will affect every other gui object inside it, not running their potentials if the window isn't visible.
}


  • Custom gui can now be put inside any descendant of any of the interface elements inside the example.txt file. It is now possible to have a chain of: Vanilla window -> Non-scriptable window -> Scriptable element
  • New windows received support for custom elements:


  • Colonization view (colonisationpanel.gui - colonisationpanel)
  • Siege view (siege.gui - siege)
  • Topbar panel (topbar.gui - topbar)


  • New math effects have been added:


Code:

round_variable = {
which =
value =
# If value < 0 round down
# If value = 0 round
# If value > 0 round up
}
sqrt_variable = {
which =
}
random_variable = {
which =
value =
# Random from 0 to value
}
modulo_variable = {
which =
value =
}


-------

Another free upgrade of this patch is going to be the addition of portraits for women advisors in North America. This is the last cultural graphic that was missing its female counterpart, and since we have been touching America in this DLC, we have not lost the opportunity to fix this issue. Let’s take a look at some examples:

Master of Mint:


Spymaster:


Army Reformer:


Next week, we are going to take an even-closer look at them, since we are going to have Art Dev Diary for Winds of Change.

-------

Before finishing the DD, let’s talk about Monuments. We have added 9 new Great projects for Leviathan owners. This time we added 4 extra monuments for Central Europe (in the Netherlands, Venice, Austria, and Carpathia), 3 in Asia (in the Pontic Steppes, Central Asia, and Syria), and 1 in America (Mexico).

The Golden City, in Nitra:


Schönbrunn Palace, in Wien:


Amsterdam Bourse, in Amsterdam:


Venetian Arsenal, in Venice:


City of Sarai, in Sarai:


Note: This is a movable monument!

Citadel of Aleppo, in Aleppo:


Afaq Khoja Mausoleum, in Kashgar:


Tzintzuntzan, in Patzcuaro:


-------

As always, we have mange to solve hundreds of bugs reported on the forums with your help.

This is all for today. I hope you will enjoy playing the upcoming content as much as my colleagues from PDX Tinto and I have enjoyed creating it. Winds of Change has allowed us to rework and improve a lot of countries that are among our favorites, so we are excited to see which type of interesting playthroughs you are going to experience soon.

If you want to learn more about the content of this DLC, don’t hesitate to read the previous Dev Diaries or join us tomorrow at 17.00 to explore the new content for the Netherlands and Venice together with jobarin94 (our new Embedded QA with thousands of hours in EUIV, as befits a QA) and Community Ambassador Ryagi. As always this will be on the Paradox Twitch account.

In next week’s Dev Diary, Vonboe, our 3D Art Coordinator, will be showing the Art for Winds of Change, while I will present the new Achievements for the 1.37 patch. See you!

EU4 Dev Diary - 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:
  • 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:
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:
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:


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:


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:
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:
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: