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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.


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[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!



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[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)

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[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.

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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.


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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.


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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.


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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.


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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.


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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’.


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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’.


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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’.


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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.


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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.


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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.


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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’.


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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.


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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’.


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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’.


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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’.


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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’.


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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.


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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.

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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.

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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.

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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:

Community Mod Spotlight - Modathon season 2

Hey all, Ryagi here. If you've clicked on this post because you want to see just what modders can do when you let them cook, you're in the right place!

Today we dive into the mods that took part in the Modathon Season 2, modders had only 2 weeks to create these mods. Think game jam but for EUIV mods. The outcome was spectacular, enjoy!

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Babur’s Gate IV



Hello everyone. We are the Babur’s Gate IV team, and today we are honored to present the fruits of our work during the 2024 Modathon - the first (and currently only) Europa Universalis IV RPG: Babur’s Gate IV.

For the 2024’s Modathon we wanted to make something truly impressive and something that would show how far the game can be pushed to its limits. With 1.36, the modding scene has been revolutionized with the addition of custom GUI. Before, possibilities of modding UI were next to nonexistent and such a project as Babur’s Gate IV could not have simply existed.

[h3]Gameplay Elements[/h3]
Babur’s Gate IV is an RPG comprises of four core components:
  • The Combat System
  • The Inventory System
  • Custom Map
  • Moving Story


[h3]Combat System[/h3]
The Combat System, at its core, is based on the D&D combat system, obviously rather simplified due to the limitations that we had to work with. Both the player and enemies take their turn to attack their opponents. Each fight lasts until death so be sure to win them. Shown below is an example of a combat encounter that you can experience in the mod.



[h3]Inventory System[/h3]
An RPG wouldn’t be complete without inventory, equipment and character stats. Here you can manage your items and equip better gear to enhance your fighting abilities. As you can see on the gif below, Babur’s Gate allows you to recruit two other characters to your party as you progress the story. Inventory window is also where you can check characters’ stats, like their health, and spend skill points gained from leveling up. We managed to add a rather limited, but still quite impressive from the technical side, crafting system.



[h3]Custom Map[/h3]
Making an RPG required a new map, specifically designed to be as immersive and as realistic as possible within the limits of EU4. Obviously the game wasn’t designed to handle such changes without any issues but we managed to use some of the vanilla mechanics, like the terra incognita to hide part of the maps the player shouldn’t see from the beginning. Instead they discover all paths in a seamless way by just moving their unit.

A map without any environment objects would feel too empty. That’s why we needed to fill it with many custom made (and some borrowed) 3D objects. Some of them are even interactable like berry bushes from which you can pick berries.



[h3]Moving Story[/h3]
No Role-Playing Game would be ever complete without a story. Despite the time constraints, we were able to (mostly) fit the world with plenty of characters and dialogue options, giving your existence in this game a purpose.

In Babur’s Gate IV, you get thrown into an unknown world as Babur - a powerful Indian King who died to an unfortunate Pretender Rebellion. After his unfortunate demise, he finds himself in a foreign forest without anyone from his entourage and without any of his mortal possessions. Will he manage to find his way out of this foreign world? Find out yourself!

The mod includes about 65 unique dialogue options and ~50 NPCs to interact with.


[h3]Future of the Mod[/h3]

For the four of us, Babur’s Gate IV was a showcase of the EUIV modding capabilities and a lovely project to tackle for two weeks. As it stands, none of us has got the time nor motivation to continue the development of the mod. As such, if there are any souls willing to make their own EU4 RPG using Babur’s Gate IV systems’, they are free to do so with the appropriate credit.
The task might seem daunting at first, but with much of the work done & functional, further development would be more focused on the development of a new story and new fights/items rather than working from the bottom-up.

For any further inquiries, feel free to leave us a comment on our workshop page.

[h3]Our Team[/h3]
  • CzerstfyChlep
  • Stiopa
  • Comrade Flan
  • Lia


Pax Sinica Et Romana


Hello fellow romaboos, I am Lichark and in this portion of the spotlight I’ll shed some light on the development and features of Pax Sinica et Romana!

[h3]The team[/h3]
Before we get into the meat of this spotlight, I would like to introduce the team and their roles during the modathon.

Me and Tomaszrock22 already had some experience with modding Paradox games in the past, mostly with Hearts of Iron IV. While I’m a jack of all trades kind of developer, Tomasz became kind of an expert at map modding. Sadly, we had to divert from our earlier designs that contained more drastic map changes (provinces, impassable terrain, etc.) so he could help with the development of the mission tree instead.

Juisztánosz and Kindiman were introduced to modding during the modathon so they had to learn on the fly. Still, their help was invaluable during the design phase and later on. When they became familiar enough with event modding they did most of the skeleton work for those, which was not an easy task! The two of them also acted like a kind of research department in the team, looking at cool ideas to include.

[h3]Inspirations & Early designs[/h3]
Even during our first brainstorming session we agreed on some foundations for maximum winning potential:
  • Rome must be included in some way, everyone loves Rome!
  • It should have at least one unique mechanic or a base game/DLC mechanic used in a new and creative way.
  • Lots of flavor text and wacky characters/happenings.


After the basics were agreed upon, we had to come up with a scenario that was fun and interesting enough. Juisztánosz wanted to center the project around the Byzantine empire but that would have meant that we had to restructure the content that is already there in that region.
That's when we came up with the whole Sino-Roman empire shtick. We did some research to build a timeline of events that could lead into this scenario, no matter how unbelievable it is. At that time, I thought the best approach to this would be a slow buildup just like how the mod, “Third Odyssey” (Shoutout to the team behind that mod!) does it with a series of events at the start of the game.


(The event that would have decided if the player goes down the normal Ming or the Serican path)

That meant that the player starts as Ming and with a series of events has the choice to prepare an expedition to find the long-lost Sino-Roman heir in Siberia. After that, they became a one province minor in the region with the goal of reclaiming all of China. This concept failed for a few reasons:
  • Early wars were not fun.
  • The execution of the expedition was not reliable and would often fail.
  • It took too much time to get into the interesting part of the content. We made the mistake of developing this concept for too long and mismanaging the time we had. Because of this, we had to play way safer and remove the majority of our planned content.



(The co-emperor mechanic that was nearly done by the time we had to cut it due to time constraints)

After thinking it through why our first try didn’t work out, we had an emergency brainstorm. There we made the following changes to the scenario:
  • Serica has to exist in the 1444 start date, so the players can engage with its content from the start.
  • It has to be balanced somehow, so it’s not too overpowered with all the lands it controls.
  • It shouldn’t be particularly hard to get through the mod, it should be just a fun, one-time playthrough with a few fun additions. With these changes and not much time left we started working!


[h3]Friends & Foes[/h3]


(Map of Asia in the 1444 start date)

With the map finalized, we thought it would make it even more interesting if we created country-dynamics between Serica and the nations around it. We made sure to give the player the option to fully annex or vassalize these nations for roleplaying reasons.
Here’s a quick run-down of the three main nations around Serica:
  • Nihon is meant to be the Carthage to our Serica. During the Sengoku period Romans not only settled in mainland China but in the western Japan too. With their technological and military prowess Ouchi managed to unify most of the region. Their goals are to challenge the Serican power structure.
  • Mongolia is an interesting nation because it was inspired by the Great Khan Crisis in Stellaris. They were dormant for a time, not attacking anyone or being a threat. If left unchecked they have the opportunity to become a formidable force once again.
  • Xinzhong is a monastic order with the Grand Sage leading it. After the proclamation of the Serican empire, the last line of the true Han dynasty fled west and took over a large chunk of the empire. They despise everything Serica and the Roman settlers stand for.



(The five unique advisors available to hire)

During your conquests there will be times where you have the choice to hire unique advisors in the style of Paragons from Stellaris. They have a bit more personality, some kind of useful ability, and a custom portrait. Some of them even unlock new local organizations.

It’s no secret that I’m a common monument enjoyer. That’s why I decided to include 26 new monuments if we’re not counting the different variations of them. These monuments can be grouped into three different categories:
  • Present on the map at the game start but can be changed or altered in some ways over time.
  • Base game monuments with altered visuals.
  • Monuments that have their own upgrade path.


A large majority of these monuments are unlocked with the religious part of the Serican mission tree.


(All the monuments the player can convert with the “In the Name of God” mission completed)

I would like to mention two monuments that have their own, unique properties.

Xi’an Fortified Mountain Pass:
  • This monument is vital at the beginning of the game to repel Mongol attacks but later on loses its importance, so the player can repurpose it to fit their playstyle or destroy it and use the resources for other constructions.


Ruins of Beijing:
  • Most of us associate monuments with bonuses, we tried to change that with this one. At first it only gives negative modifiers to the province and state. The player has to actively improve it and build it up to restore the city. Once the restorations are over its upgraded to the “Eternal city of Beijing”




[h3]Closing thoughts[/h3]
Looking back, the modathon was a great opportunity for our team to work together and have fun. We experienced a ton of hardships over those two weeks but at the end we actually managed to deliver a somewhat cohesive mod.

I would like to thank Chewy, Minnator, Ryagi and Paradox for the opportunity!

Have a good Day!
Lichark


Winds of Silk

Well hello to everyone who has decided to read this far, it is me Kyhler, back again with more music but this time from the modathon season 2. I have this time been assisted by three others (Byter, Byrd/valdermarhvidjr. and Crack Jeezus) in the creation of these three new tracks. Remember to give them a listen if you haven’t (either through the mod, or on youtube or both ;) ) and we hope that you also learn something from reading this, since there might be some new knowledge for you further down. Enjoy!

[h3]A Journey Begins[/h3]
“A journey begins”, as the title emplies, had to give you a feeling of leaving home for the new journey. Specifically leaving ones home in the eastern part of the silk road, aka China. This was quite a difficult thing to do since on one hand it had to be a little sad because of you leaving your home, but it also needed to capture a feeling of the ‘epicness’ of the journey ahead of you.

These prerequisites is why the song, fundamentally, can be split into two sections with the split occurring at around 1:13, with the introduction of a new idea into the mix. The first section appeals more to the sadness of leaving all you know, while the second part ramps up in both tempo and instruments used to convey that the journey will also be an adventurous one.
I at last want to mention a small bit about instrumentation itself since as you might have discovered one of the instruments might sound a bit unfamiliar to you.

[h3]Hustle and Bustle In Europe[/h3]
This piece is supposed to catch your arrival in europe. You travel through a town and its local market before arriving at the regional city’s busy main-marketplace. As you leave the hustle and bustle of the city behind you, you finally arrive at your destination late in the evening.
As my goal is to educate others, I want to give some insights into the creation process, more specifically into the choice of instruments.

Choosing instruments always depends on a lot of factors. The first question for this decision was “which instruments does EU4/Andreas Waldetoft choose to give a feel of early modern era and EU4?”. The answer I found was “flute and lute”. Now comes in the restriction that I don’t have good sounding sound libraries for lutes, so I just compensated this by a harpsichord, which to the untrained ear (including myself) sounds similar enough. It fits the timeframe anyway. So flute and harpsichord were going to be my main instruments.

But which one should I take for the fuller sections? The answer was simple: strings. They play this very simple rhythm starting at 1:20. I also want to highlight the horns that play a secondary voice (1:34) at first and later on the main voice(1:43). Lastly, listen carefully at 1:25. The flute is not alone anymore, it is reinforced by a piccolo flute.

I only touched the surface of my decision process and instrumentation techniques. If I got your interested for music, try to find specialties while listening to “Hustle and Bustle” yourself. If an instrument appears or disappears, moves into the foreground or stays in the background, mimics another instrument or slightly differs, see what you can find. And give the other two tracks a listen, too. ;D

Lastly, some basics about instrumentation: Not every instrument can play any note. Some notes are just too high or too low to be playable for certain instruments. This is why most instruments have differently sized versions of themselves. The violin for example is smaller than the viola is smaller than the cello is smaller than the double bass. There are also some exotic variants like the contrabassoon (a very deep bassoon) or the piccolo trumpet (a very high trumpet)


[h3]Danger in the Mountains - A call for war[/h3]
As the title refers to, this piece is meant to symbolize the start of a longer conflict between two warring countries. The timpani play a heavy part in this piece as to be the heavy march but also to take the role of an actual war drummer that would rile up his compatriots. There are also later parts of the track, where the horns take over and take us to the later stages of the war with both sides experiencing losses. But even in the sight of these losses, war must always have a winning and a losing side

[h3]Closing thoughts[/h3]
Well we all hope you overall liked this section of the modspotlight and have a good time reading the other mods. PS. as mentioned before, you don’t even need to download the mod on steam to listen to them since they are on youtube aswell. You can find them on this channel https://www.youtube.com/@Kyhler and again, thanks for reading so far.


Professional Armies


Hello, fellow mod enthusiasts! We are 200e200w, Gandalf, Rocksauze, JustFalcon and AllenY, creator team of Professional Armies, a mod idea which aims to expand the army system, by adding a few new mechanics (like army doctrines) and changing how warfare works a bit. It does not aim to completely revolutionize the army mechanics, but to make them fresh and easy to understand!

[h3]Design[/h3]
200’s initial pitch involved adding new warfare mechanics, specifically HOI4-style doctrines. During our day 1 meeting, we expanded the scope to include an experience system that could be invested into three sinks - the aforementioned doctrines, temporary buffs and permanent unit upgrades, as well as minor adjacent features like idea synergies, government reforms and a new building.
The mod is largely unchanged from its original design draft. We considered adding more features like naval doctrines, logistics, a warscore rework and a stagnancy feature but these were stretch goals from the start and either got axed or we just didn’t have time to implement them.

Speaking of time constraints, the modathon offered a unique challenge that shaped the workflow of our group. We had difficulties getting everyone together for meetings (especially due to being spread over 3 different continents), we had to thoughtfully allocate our time to spend on the mod and we had to learn how to use GitHub the hard way. Every day was precious. But this defining element of the modathon is what allowed our project to be what it is: it forced us to break down our design into tight, simple modules that could be worked on independently, it got us to contribute something every day to keep progress going, and saved us a lot of time deliberating over what could have turned into bloated features. Most of us weren’t developers before the modathon, with 200 being the most experienced modder in the team, but we learned through a trial-by-fire how to code, organise, communicate and, in essence, make our own mod.

[h3]Showcase[/h3]
The mod mostly happens on this screen. The vertical bars show the progression of your chosen doctrine, which gives army-wide buffs depending on its nature. The horizontal bars show the progression of your unit professionalisation, which only benefit specific unit types. The five buttons in the bottom right are temporary buffs for occasions where an immediate cheap benefit would be more beneficial than a long-term investment.


The investments into your military are purchased by spending experience, which is tracked in the military tab. It can be acquired both actively and passively through various means, such as battles and events.



The military academy is a building which passively grants experience, though only one may exist in your country.



In addition, each of the army doctrines you can take, synergizes with one of the military idea groups, further boosting the doctrine bonuses!


There are also a few more smaller features you will like!


[h3]Future[/h3]
In response to player feedback, we plan to change some aspects of the mod to improve the compatibility, balance and UX.

First of all, the military academy is the only building we made and it can only be built once per country. In retrospect, it doesn’t make much sense to mess with the construction interface on such a small change, so we are considering to turn the academy into a decision instead.

Secondly, the rate at which experience is gained and lost will be adjusted. As of now, it is pretty easy to finish an entire doctrine tree within just 100 years, when it should be a process that lasts into the endgame. Expect costs to increase and gains to decrease.

Finally, the doctrine overview window will need to be reworked if we want to show the effects of doctrines ahead of time. This isn’t a massive priority but it is something we want to do.

[h3]Retrospective[/h3]

200e200w - This was my second Modathon, and I had a good experience in EU4 modding! However, this project forced me to learn about what I lacked experience in - UI modding. Learning this allowed me to start creating a custom GUI for our mechanics, which my teammates further polished later on. Being the most experienced member of our team, I was also the person that did most of the coding, especially regarding the more intricate parts of Professional Armies. I felt really happy that people liked our lightweight mod! But I felt happiest when I read that we won the General Mechanics category! I feel proud of our mod and hope it will stay popular!

Gandalf - My modding experience was shallow before the modathon; I mostly just messed around with adding custom modifiers through decisions and changing the defines a little. I joined Professional Armies specifically because it had a simple scope, so I knew I wouldn’t be overwhelmed for my first actual team project. It ended up being a great idea - I learned a lot about how the GUI and localisation work in this game and knowing that I was able to contribute to an award-winning mod gave me the inspiration to consider potentially making some of my own down the line.

JustFalcon - Prior to the modathon, my modding experience was pretty limited. I had a good grip on the basics, but the more difficult areas were completely new to me. Things like UI and Defines were well outside my wheelhouse. I joined Professional Armies to help refine my knowledge and expand the branches of the game I was comfortable working with. I learned a lot by participating, especially about working with a group of other modders and using collaborative tools like GitHub. Overall, I was excited to see our mod take first place in General Mechanics, and it has encouraged me to continue learning how to improve my modding so that in the next modathon, I can do even better.

Rocksauze - I had some limited modding experience going into the modathon. I joined the modathon to learn more about EU4 modding. I ended up learning a lot from participating in the modathon; from UI modding to how to work with a team under time pressure and winning several awards in the modathon was the cherry on top. I really enjoyed my time during the modathon and recommend everyone to take part in the next one.


[h3]Conclusion[/h3]
We hope you enjoyed our overview of the mod. We’re very proud of the work we’ve done and grateful to Chewy and the Modathon Organisers for the opportunity to collaborate on this project. Enjoy specializing your army in your own, unique way!

-The Professional Armies Team

Upon a Crimson Horse


Hey, this is Sol, from the Upon a Crimson Horse (UaCH) team. Have you ever looked at the Timurids and wondered why they always have the same, boring collapse? Or do you think that disasters in EU4 are far too easy, and don’t meet the level of carnage and destruction that you want? Upon a Crimson Horse focuses on revamping the Timurid Succession Crisis with the most brutal and destructive war that EU4 has ever seen, providing an interesting early game challenge before transitioning into the Persia region gameplay you know and love.

Historically, the Timurid Succession Crisis was actually a set of three wars, the first of which had already happened before the 1444 start date, and resulted in Shah Rukh Mirza ruling the Timurid Realm from Herat. We focus on the Second Succession Crisis, when the sons and grandsons of Shah Rukh, alongside other descendants of Timur, battled it out over the Timurid Empire.
[ATTACH]1110958[/ATTACH]
the updated Timurid realm at the beginning of the game

The Timurid realm is decentralized across a series of local rulers, some of which are descendants of TImur, while others are local dynasties. Mechanically, this is represented through a unique subject type, the “Emirate”. These emirates are divided into Princes, those of the Timurid dynasty, and Governors, those of a local dynasty. Some notable princes with focused content include the Timurids themselves/Herat, Transoxania, Ajam, and Balkh.
Of course, the empire didn’t collapse all at once, and Shah Rukh himself even lived into 1447, and so the opening of the mod focuses on a few significant events before the civil war breaks out, including Sultan Muhammad’s rebellion in Ajam and Ulugh Beg’s attempt to steal Shah Rukh’s body.

Watch the steady collapse of your kingdom unfold right before your eyes!!

[h3]The Timurid Succession Crisis[/h3]

Once the disaster fully ticks up, the Timurid State collapses, represented by a slew of unique mechanics and over 150 unique, flavorful events. In EU4, wars are typically a 1 on 1 affair, with each side bringing in their alliances. This does not effectively model the Timurid Succession Crisis, which was a constant free-for-all between the various contenders. Instead, there is a multi-way civil war, with every participant always at war with every other participant, until one contender can finally defeat the others and place themselves at the top.
The Prince and Governor distinction becomes very important here, as they have different mechanics during the civil war. The war begins with all princes declaring war on each other, and the governors getting the choice to swear fealty to a particular prince or to fight as equals. In addition, there are unique government mechanics for both, and governors can promote themselves to princes for a different ending.

In both cases, the CBs result in the subjugation of the defeated party in war, through a unique peace deal, making the loser’s realm Emirates of the winner. This build-up towards a vassal swarm results in a satisfying snowball towards the end of the war, balancing out the devastation and depletion of resources over the decade-plus of fighting. These wars are started through events, and a series of event-driven mechanics ensure that the Timurids continue fighting till one power is on top; any war that doesn’t end in total subjugation is treated as a “ceasefire” and will shortly start up again.

The map is also dynamic, with princes shattering or spitting out smaller regional states at various intervals, each of which join the Succession Crisis as a prince / governor; in fact, almost every single relevant province has an “OPM tag” associated with it, each of which have unique flags and ideas, courtesy of Cetai! These will be spit out and join the war when the right conditions are met.

Every single OPM that can revolt just from Herat alone

Of course, a fractured Timurid realm represents easy pickings for outsiders, something that certainly did happen historically with the Shaybanid conquest into Bukhara and the Turcoman conquest of the western emirs. This intervention is represented through “Interloping,” which can be done through the custom UI. A country declares their intent to intervene for a particular portion (“Region”) of the Timurid realm, as shown in the custom UI. The interloper starts a war against any prince / governor with a province in that region, and must occupy every single province in that region, at which point they can conquer the entire region and exit the war. If they lose any of these wars at any point, their conquest ends, and they leave with nothing.
[ATTACH]1110961[/ATTACH]
A wonderful map painting minigame, in a map painting game.

[h3]Ending the Succession Crisis[/h3]

We’ve talked about ending the succession crisis before; there are 2 main pathways to achieve this, both again through the custom UI screen. A Timurid Prince can attempt to “Reclaim Timur’s Legacy” after they have subjugated every single contender in the Civil War: this turns their tag into the Timurids and ends the wars. A Timurid Governor (or interloper) can attempt to “End Timur’s Legacy” if they have vassalized, or occupied the capital of, every Prince, which destroys the Timurid mechanics and sends a demand of subjugation to every ex-Prince and ex-Governor on the map.

The most satisfying button click ever, trust me

While Ending Timur’s Legacy might be the end, the same cannot be said for Reclaim Timur’s Legacy. In Upon a Crimson Horse, the “Third Timurid Succession Crisis” is represented by an infinitely repeating disaster, triggering the succession crisis over and over again until no Timurids remain. This, of course, can be prevented by a skilled player, through the Government Reformation mechanics now available. A new meter, “Persianization”, is visible in the government screen; reaching +100 allows for reformation into Persia, while -100 lets the player become a centralized and powerful Horde, in the image of Timur and Genghis Khan before him. The majority of progress comes from a series of events which carry significant costs, making it a challenge not to collapse into bankruptcy or a separate disaster in time. The rewards are significant, and your united Persia/Timurids will soon be on the path to Asian domination.

Rebels? What rebels? Oh, you mean our involuntary corps!

We hope you enjoy playing our mod! We’ve got plans to update several of the mechanics and add some post-succession crisis content, and of course, integrate it well into the next DLC which is adding Timurid content!

[h3]The Team:[/h3]
  • Inferno: Lead Developer, flavor and ui
  • Xorme (of Xorme AI): Art and ui
  • Sol_InvictusXLII (of EU4 Minesweeper): Mechanics and Succession Crisis wars
  • Cetai: flavor and events
  • Minnator: events


__

We hope you enjoyed reading about these mods! You can find all of them listed here:

Upon a Crimson Horse Babur's Gate 4 Professional Armies Pax Sinica et Romana Winds of Silk

Till next time!