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EU4 Dev Diary - Aztecs, Mayans and Incas

While the European kingdoms are leaving the Medieval period and starting their centralization to the modern states, the New World these soon-to-be colonizers will discover is already home to other empires. The heart of Mexico is settled by the Nahuatl empire of the Aztecs, led by the great Moctezuma I who aims to centralize the Triple Alliance and establish a realm that drives fear to the hearts of its enemies. The Mayans, once controllers of the jungles of Chiapas and Guatemala have retreated to the Yucatan peninsula. Their once great realm is now splintered into a series of city-states, not all too unlike the Italian domains. In the heights of the Andes reigns the many different Inti kingdoms. One of them, Cusco, will be destined to unify the region under the rule of Pachacuti and his descendants, forming the first Incan Empire.

Welcome to our newest Development Diary for the upcoming DLC. Today, we will take a look at the content for Central and South America - namely the Aztecs, the Mayans, and the Incas. As always, all values you see here are NOT final. So without further ado, let us get started.

First, we shall take a look at Mexico and a few setup changes there:


The Mexico Trade Node has received some additional Centers of Trade, as well as a new province modifier added to a few selected provinces that represent the mining of obsidian. This is, however, only limited to those of the Mesoamerican technology group:


Next are some changes to the country of the Aztecs. They now start with the Empire rank instead of the Kingdom rank and their starting ruler, Moctezuma I, also starts with the guaranteed “Legendary Conqueror” personality trait.


However, the Aztecs were never as centralized as EU4 can realistically depict it. Historically, they were more an alliance of the city-states instead, though Moctezuma I was on his way to centralize the state. As such, the Aztecs also start with a new privilege:


Now let us take a closer look at the mission tree:
Note: Mission icons are still placeholders and will be of course replaced with the proper images for the release.

The mission tree is separated into 3 big chunks. The first block at the very top is about dominating the Mexican region, and as such is the main bulk of your New World conquest. The biggest highlight of this part is the opportunity to buff your Moctezuma progressively more as you continue through your missions.
Note: We might add a Monarch Lifespan modifier to these rewards so your Moctezuma can enjoy his newfound powers for a little bit longer. We also might consider changing his starting situation as a general into an event to further increase his survivability.

The second subtree is all about your government and, of course, your blood tribute to the gods. Some highlights from this part are the following:


Now a few of you might have noticed that certain keywords such as “Blood” and “Mesoamerican Tributaries” have been mentioned. These are part of the new government mechanics the Aztecs will now start with:
Note: The art is still work in progress.



The “Demand Sacrifices” peace option always requires a 50% War Score and grants 10 Blood.


Next are the Mesoamerican Tributaries which is a new subject type available to all Mayan and Nahuatl countries. You establish them with a new peace treaty:


They act just like normal tributaries, though you can sacrifice their ruler and you can annex them. On that note, all of your conquest missions in Mesoamerica can be completed via these tributaries or vassals.

Last but not least, the final subtree is all about the economic and military affairs of the Aztecs. I should also probably mention here that there are no Jaguar special units and a tease for them was not intentional whatsoever. With that being said, here are some highlights of these missions:

Note: these missions are more long-term based as you will require some higher advanced technologies to complete them. Also, the Telpochcalli Academy will probably have its Possible Number of Buildings penalty replaced.

Before we move on to the next country, one quick note for all the non-Aztec Nahuatl countries: as there was time for only the Aztec mission tree itself, every Nahuatl country gets a decision to adopt the Aztec mission tree if they conquer the Aztecs and own the Mexico provinces themselves.


Moving on to the Mayans, every Mayan country gets a small mission tree at the start which helps you out for the formation of the Mayan Confederation:
Note: With “Venus” we mean the planet Venus. That was localized before finding the name “Chac Ek” or “Noh Ek” to use instead. Will be fixed before release.

Highlights of these missions are the “The Sign of Venus”, “Campaigning Season” and “Reforming our Society” which have evolving rewards. Every time you unlock a Religious Reform, these three missions get reset (in other words “un-completed”) which allows you to complete them again. Their evolving modifier gets upgraded whenever you complete the missions again.

Another change to the Maya formable is that you now need only 2 Mayan Religious Reforms instead of the full 5. However, forming the Mayas will still be rather painful as whenever you enact a new Religious Reform you get a 5 year penalty to your Manpower Recovery Speed (-10%) and your Harsh Treatment Cost (+100%) which also disables the ability to Increase Autonomy and manually decrease War Exhaustion. You also gain +3 War Exhaustion whenever you undergo a reform.

Once you form the Maya you get the following mission tree:
Note: we are aware of the mission title leaving the GUI here. Will be fixed before the release.

Similar to the Aztec mission tree, the Maya one is about unifying Mesoamerica under your banner, as well as focusing on the economic improvements of your empire.

I will focus now on mentioning some highlights of the mission tree which are the following missions:


With that, we finish the Mayans and will now take a closer look at the Incas. The first thing that needs to be mentioned is that the map of the Andes does NOT get any additional provinces or tags. This also means that there are no new wastelands too. There are, however, some small setup changes. Similar to the Aztecs, Pachacuti starts with the “Legendary Conqueror” personality trait but has been reduced to a 4/3/5 (down from 5/4/6). The missions Cusco has received are similarly structured to the ones of the Aztecs as they buff your starting ruler:


Some early highlights in the mission tree are the following:


The decision to colonize the provinces requires you to defeat the local tribes and have 50 Ducats ready. Using the decision will then start a Frontier Colony in said province, and this decision can go far along the Andes as you can see in the following screenshot:
Note: All the green-striped provinces are ones you can colonize via the decision.[/CENTER]

Additionally, you also have access to the following estate privilege:


Once you form Inca you gain the following mission tree as a whole:


While you have the original Cusco missions about the conquest, you also get four additional, smaller subtrees that have their own focus.

The first small subtree is about the Mitma - a policy of forced resettlement of the border provinces. The highlight here is the following reward:


Another subtree is about the religious nature of the Inca, highlighted by the following reward:


You might now notice that “Regenesis of History” mentions “Mummified Rulers”. As you can see, the Incan religion has an interesting and unique quirk which is the fact that your dead ruler is de jure still alive. They get mummified and continue to participate in all of your governmental activities. To represent this in EU4 you will now always trigger the following event upon your ruler’s demise:


The third subtree is about gold, idols, and economy represented by the following mission rewards:

Finally, the last subtree focuses on developing your lands and your military, giving you the following rewards:


And with that, we conclude the Incan missions. However, we are not entirely done as all the aforementioned countries get one mission subtree which is all about the so-called Sunset Invasion:


These missions are always at the very bottom and follow one major theme which is the invasion of Europe and Asia by the American powers - both main culprits of colonizing the new world in many EU4 campaigns.

I won’t go too much into detail with those missions as they are mostly focused on large conquest campaigns. However, some rewards are worth mentioning:


Last but not least, Fatherlorris' comic:


That was it for this week. Thank you all for reading today’s Development Diary! My colleague Big Boss will continue next week with a DD on the Netherlands, Venice, and Italy.

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

Civilization 6. Stellaris. XCOM 2. The best strategy games on PC all stand up fantastically on their own merits, but allow you to take it one step further with comprehensive mods that enhance, rework, or redesign entire parts of the game. Enter Europa Universalis 4: Gods and Kings, an alternate history total conversion mod for the decade-old Paradox grand strategy game that completely reimagines it like you've never seen before.


Read the rest of the story...


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Community Mod Spotlight - Gods and Kings

Hey all! Community Ambassador Ryagi here. EUIV has been busy preparing for 1.37, for more on that check out our 1.37 roadmap Dev Diary. But today we're not here to talk about what we have in store, but what some of the creative EUIV's modders have been cooking up! This time we're covering a brand new Alternate history total overhaul mod, Gods and Kings:

[h2]------------------[/h2]

[h2]Hello Eu4 Fans! This is the Gods and Kings Development Team - I’m Nitr0gue , and we’re here to have a little chat about our mod.[/h2]

[h2]Origins[/h2]

Gods and Kings started out as a personal project between a few friends. We wanted to create a mod featuring a more expansive and better representation of various religions around the world. In fact, the working name for the mod was More Religions until just before release. This idea expanded towards an alternate timeline which can better serve the interests of showcasing different faiths. As we developed the setting, we moved toward focusing on things that are rarely usually discussed in these alternative history mods: a directed focus on the Early Modern period, rather than calling back to earlier times. A lot of us are history buffs, and our team has knowledge that covers most of the major areas.

[h2]World Creation[/h2]

As the name implies, we have worked on both the secular and spiritual side of the world, as can be seen here in the map. We have a completely redone world map, politically and demographically, with few regions left untouched. Nearly every region was set up to include some kind of interesting way of playing out, either as a “narrative,” or for potential gameplay.
With over a thousand provinces added, the scope of our mod is truly global in what it seeks to change.

You can fight for the philosophical and religious destiny of China or lead the Holy Roman Empire to greatness as a Polish emperor. Reunite the nomadic tribes from the western Blue Horde to the eastern Northern Yuan, or colonize the new world of Reisland as the prosperous Mali or Japanese Empire.

The focus of our mod was to create something familiar but foreign, but with more in depth global representation, we decided to increasingly make the world of Gods and Kings less eurocentric.
This is done through the institutions, trade nodes, and colonial powers. Gameplay wise, we are more aiming for a Vanilla (But More!) experience and not aiming for any extreme overhauls.

We have added in several new institutions, which start in the east and the spread in the west. We added in new trade nodes, focusing on the rise of colonial powers outside of Europe such as Mali and Japan, and have added in new colonial regions to reference that as well.



[h2]Religions[/h2]


The first and foremost aspect of our mod is the sheer amount of new religions we have added in - from the old Christian heresies to esoteric Buddhist cults and many flavors of paganism, there are many to investigate. I will showcase five of them here, with some unique mechanics.

[h2]Qizilbashi[/h2]
A sect representing the form of Islam as propagated by the Safavid Order of Ardabil. Centered on the city of Ardabil, propagandists have brought the faith to large swathes of Turkic tribes in northwest Iran and eastern Anatolia, known as the Qizilbash. This religion utilizes a reworked Guru mechanic.



[h2]Shinbutsu[/h2]


This religion is an amalgamation of the various schools of Buddhism in Japan, from Zen to Pure Land, that existed alongside traditional ancestor worship. It is located entirely within Japan. This religion reworks the old Isolationism to represent the syncretism of Japanese faith and local traditions.


[h2]Tengerleg Shashin[/h2]
The culmination of years of interfaith dialogue & tolerance. The Divine Faith of Tengerleg Shashin seeks to bring together the various faiths of the Empire into one syncretic belief. Tengerleg Shashin is built on the central belief that there is no incorrect path to ascertaining the noble truth of God.


[h2]Maitreya[/h2]

The Maitreyan faith is a branch of Buddhism centered around the millenarian Bodhisattva Maitreya, who shall appear when the world is the farthest away from the Dharma and bring it back into the light. A prominent force in the Red Turban Rebellions, the movement remained prominent throughout the 13th and 14th centuries and found its home in the southern Song state by 1444. It utilizes an entirely new mechanic - the Maitreyan Authority mechanic, granting rewards for the player to discover on their own!


[h2]Fraticelli[/h2]


Fraticelli were a sectarian group that split from the Franciscans on grounds concerning apostolic poverty. They were declared heretical near the turn of the 1300's but continued to expand within the religious communities, especially the more ascetic types. In the current version of the mod they utilize fervor mechanics, but they have a new mechanic in development, the Apostlic Poverty Mechanic. Although we are showcasing it under Fraticelli, this will be a shared mechanic between Wycliffite (Lollardy), Adamites, and Waldensian as well.


Religious Schools
Eagle eyed readers will have probably noticed the religious schools in each of those shots - almost every religious group now has access to this mechanic, ranging from local catholic traditions to language or cultural practices!


[h2]Mission Trees and Content[/h2]

We have a decent amount of content already in the mod. These range from mission trees to disasters and flavor events. We have large scale disasters such as the Hotoku War in Japan, a large scale rebellion against the dominant Emperor of Japan.


Meanwhile, across the pond, major battles occur during the Hungarian Civil War, rocking the heart of central europe as each faction vies for power.


In addition to these changes, we have also updated some core mechanics. Trade Goods have been expanded to include new items such as Rice, Saffron, Cheese, and many more.


Many of these trade goods are natural - some, however, must be spawned in using Goods Upgrade buildings, a new feature to improve and change trade goods.


By building a Winery building you can turn a simple Rice producing province…

…into a Rice Wine producing province!


We hope to represent a more tailored flavor in economic events and missions with these simple new additions!

[h2]Mission Trees[/h2]

The tags highlighted here already have completed mission trees - each with different events, rewards, and flavorful mechanics to go along with them. The tags shaded have a unique generic mission tree shared with regional tags.


Sicily:
[expand][/expand]

Navarra:
[expand][/expand]

Song:
[expand][/expand]

Byzantium:
[expand][/expand]

Ifat:
[expand][/expand]

[h2]1.1 - Monarchs and Messiahs[/h2]

Yesterday, February 29th, we launched our 1.1 Patch. Here are a few of the updates in it!

Mali - The Golden Empire
With the discovery of the new world just beyond the horizon by Mohammad Qu in the 14th Century, Mali is geared to expand and conquer the new world, becoming a colonial powerhouse while integrating the Farma, local officials and rulers for the region.



Balkh - The Sons of Negudar
A remnant of the Mongol Invasions, the Qara‘unas seek to unite their realm and prevent it from fracturing - before preparing their fated conquest of India.


Mae Nam - Sons of the Mother River
The faithful of Mae Nam seek to defend their great river from the prying hands of the Khmer - all while seeking to expand their religious traditions and ways.


Qurtubah - The Heirs of Al-Andalus
With the failure of the reconquista, the taifas that emerged at the end of the Almohad Empire have had time to coalesce and unite under a single banner - and with this, they seek to conquer Iberia, and bring it under their heel.


Overall, our 1.1 Patch has added dozens of new government reforms, over a hundred events, new mechanics regarding Factions and the minting of coin, and even a brand new religion mechanic.

[h2]Artwork[/h2]

Gods and Kings is the product of developers who really want to add more to the experience, and we do that by contacting and working with amazing artists to help fully flesh out the mod.

The mod features over 50 new religious icons, drawn by both the fantastic Nametag and Claivin.

We also have some Great Projects that have artwork done in house
The Castle of Carcassonne The University of Oxford

The new update will change some things - for example, Mission icons will get a unique coloration.


Similarly, we will have unique Faction Art for both Mali and Egypt



We even have our own theme song, created by Utopia himself March of the Divine.
[previewyoutube][/previewyoutube]
Please check out his channel!

Gods and Kings is still a very new project, so please stay tuned for new stuff - announced and unannounced. We have just released our 1.1 update and would love new players! If you want more updates:
- Join our discord
- Check out Gods and Kings on the steam workshop
https://steamcommunity.com/sharedfiles/filedetails/?id=3114240232

Thanks for playing!

EU4 Dev Diary - 1.37 Roadmap

Hello, and welcome again to a new series of EUIV Dev Diaries! For those of you who don’t know me yet, I joined Paradox Tinto a couple of years ago as QA, and I’ve transitioned in the past months to the position of Associate Producer. I’ve been pretty much involved in the development process of the new content for the 1.37 update, in a very exciting (and different) experience from my previous duties as QA. For this Dev Diary, I’ve synced with @Pavía, our Content Design Coordinator, to speak about the new content.

So, it’s been some time since the last DD, but we now are ready to start sharing with you the plans we have set for the upcoming DLC. We’ve learned the lessons from the development of King of Kings, and we’ve decided to start today by showing the overall plan for the new content, to correctly set the expectations about what to expect from the start. Without further ado, there will be 3 main areas we want to focus on: America, Central Europe, and Central Asia. Let’s start, then!​

[h2]____________________[/h2]

America​


Although the American nations received new mechanics and features in some previous DLCs (Conquest of Paradise, El Dorado, Golden Century, and Leviathan), we thought that it probably was the region with the most outdated content in terms of flavor, so a new revisit to it would be very much on point. The focus for it would be similar to that of the previous DLCs, from Origins to King of Kings, aiming to get more depth and replayability to nations with already well-established mechanics, such as the Incas or the Aztecs. On top of this, we also wanted to add some more additional content in Central America to the Mayan area.

You may have noticed that we’ve not mentioned any Colonial Nations, and that’s on purpose. Leviathan already implemented a new set of mechanics for them, and we feel that the experience of adding more flavor to play with any of them wouldn’t be so rewarding compared to other nations, so we decided to skip them, to be able to devote more development time to other regions that had also been very requested by the players.​

[h2]Inca​[/h2]

The Andean Empire of the Incas was a great pre-Columbian nation with a rich history that was not fully portrayed in EUIV until now. With the release of this new expansion, the Incas will be able to experience new missions that involve unifying their land, exploiting the gold and valuable resources produced in the Andes, honoring the sun god Inti, and preparing for upcoming invasions.

[h2]Aztecs​[/h2]

The valley of Mexico has a clear dominant power. The Aztecs have recently established their domain and their specialized troops, such as the mighty Jaguar Warriors, are determined to control all of Mesoamerica. With the new DLC, we are going to emphasize and recreate the differences between them and their neighbors, allowing them to expand their control and create new tributaries using the Flower Wars, offer fresh blood sacrifices, and prepare the Aztec society to face the newcomers from Europe.

[h2]Mayans[/h2]​

The main purpose of the gameplay with Mayans will be to prevent the full collapse of their civilization, in the so-called Post-Classical Age. To do that, we are giving them more flavor and paths to unify all their neighbors under one ruler, taking advantage of the Yucatan jungle and the profitable trade in the region, while setting new objectives outside of it.

[h2]____________________[/h2]

Central Europe​


We’re back in Europe, again! Why is that, you may wonder? The main reason is that we had plans to develop even more content initially planned for Domination, but we had to prioritize the countries properly to ensure that we would get them in for the DLC. That’s why we decided to cut some of the initially planned content and wait for a better moment that would allow us to fully develop our initial design ideas. The time for it has come, and we’ve focused on 3 areas in this region. On the one hand, in the Empire itself, the Netherlands is receiving content in line with what a Great Power deserves to have, while Austria is also receiving an update in line with that of Prussia, as the previously existing content from Emperor was quite wide; this is complemented with more content for the Germany formable country. The second area is Italy, in which we’re also adding more content for Venice, one of the most popular Merchant Republics, but also for the formable Italy country itself, which will add a layer of gameplay to the different Italian countries. Finally, we’ve also reviewed the content for Eastern Central Europe, essentially for Bohemia and Hungary, which will be potential candidates to become a Great Power if deciding carefully which path to follow.​

[h2]Netherlands​[/h2]

The forums have been flooded with requests for more content related to the Netherlands in the past few years. It is fair because as we said, it was in our initial plans for Domination; therefore, we’re now adding a substantial amount of new content. The Netherlands had a powerful presence in trading through the merchant and war fleet, and we aim to enhance their abilities to control the most important trade nodes, interact with other great powers of Europe, colonize while setting the unfamous VOC and WIC while promoting the Dutch culture to a new level.

[h2]Austria​[/h2]

The Habsburgs were always ambitious, seeking more power and control. With the introduction of the new mission tree, the Holy Roman Emperor will now have more ways to deal with both internal and external vassals, allowing them to extend their control over territories such as Hungary, Bohemia, Naples, Burgundy, Castile, Poland, and more. To manage all these thrones, unique features will be added to Austria, allowing them to interact with their junior partners. Additionally, a new formable will be created that may create some headaches for the Austrians.

[h2]Germany​[/h2]

As with the soon-to-be-mentioned Italy, the primary objective of the German content is to enhance the late-game experience. Germany would need to unify their region, conquer neighboring lands, industrialize their cities, and manage any revolutions that may occur. It is worth noting that there will be variations in the flavor of the game depending on the specific German country that manages to unify all the land, creating some different gameplay from this.

[h2]Venice​[/h2]

The Most Serene Republic of Venice was one of the most prominent nations in 1444. With the Renaissance in full swing, we have added new missions, events, and more content to interact with various illustrated characters, while reaping the benefits of their mighty trading fleet. Even if Venice can expand its trading empire across the Mediterranean, it might not be enough, and they may need to explore new territories beyond their current reach to further bolster the positions of the Serenissima.

[h2]Italy[/h2]​

We’re trying to address some of the shared requests for Italy, making for a longer campaign, with more diverse gameplay options. In the new DLC, we are trying to solve this issue and give extra flavor to the Italian nations that finish their missions trees and more. While not being a historical country in our time frame, their scope will be a mix of historical borders and goals plus an extra of what ifs regarding their glorious past. The main paths are going to be the conquest of the rest of Europe and becoming the true Roman successor, industrializing the Italian Peninsula, and dominating global trade.

[h2]Hungary​[/h2]

In the Hungarian mission tree available with Emperor the main focus for this country was about conquering the Balkans. However, with the new expansion, we’ll improve it to provide more options to increase the Hungarian control over neighboring regions. To achieve this, Hungary would need to confront Poland, Austria, the Ottomans, and other further territories such as the Teutonic Order and Naples. But, at the same time, they must also take care of their internal affairs by improving infrastructure and strengthening the economy.

[h2]Bohemia​[/h2]

Bohemia is a nation that has not been significantly changed for some time. However, with the new update, we plan to introduce better and more engaging missions that allow Bohemia to interact with the Holy Roman Empire and make the Bohemian crown a main contender for it while improving the Hussite Wars outcome, and giving a deeper touch to the religion and the kingdom. Additionally, we are expanding the options to expand the domain of Bohemia to include the Balkans, Germany, Poland, and beyond.

[h2]____________________[/h2]

Central Asia​


The final region we’ll tackle is Central Asia. This is also a legacy of previous designs that initially we’d like to implement both in Domination and King of Kings, but that we had to skip in favor of the other countries. We have a divide between countries aspiring to become Great Powers (the Timurids and Mughals), the Hordes (for which we’ll implement differential regional content and branches), and some Middle Eastern player and dev favorites that we were very requested in the past few months: Hisn Kayfa, Hormuz & Oman, and Trebizond. And, of course, we also have Theodoro! It might not be either in Central Europe or Central Asia, but… Well, maybe with their new content, they might be a power to reckon with in these regions…​

[h2]Timurids ​[/h2]

The descendants of Timur start in a precarious situation. With the new design, we aim to recreate the administrative chaos that was due to the Mongol succession laws. If they manage to overcome the myriad of successor estates existing around the death of Shah Rukh, their fates are going to be attached to the paths they decide to follow. Create a new Nomadic country, being able to reclaim their ancestral lands, or accept new traditions and try to consolidate a new domain and power in Persia.

[h2]Mughals​[/h2]

This Gunpowder Empire born from an offspring of the Timurid dynasty is primarily focused on conquering the Indian subcontinent. However, we aim to incorporate a new flavor that would allow for a more interesting management of their internal affairs, such as the mansabdars. Additionally, the Mughal Empire will undertake new goals to enhance its economic and cultural standing.

[h2]Hordes​[/h2]

The nomadic lords of the steppes are an important addition to the content of this DLC. We have decided to make some of their goals accessible to all the Hordes, while other parts of the content will be exclusive to specific regions. Therefore, the Western Tatars, Central Moghulistan, and the Eastern Mongols will have new paths enabling them to conquer new lands and raze them to the ground, as a proper Khan should aim to do!

[h2]Hisn Kayfa​[/h2]

The golden age of the Ayyubid dynasty came to an end a long time ago. Hisn Kayfa is surrounded by heathens, pagans, and minor dynasties, but also by powerful countries ready to crush them if not prepared to tackle them. To restore the former glory of the Caliphate and reclaim Syria, Egypt, and Arabia, Saladin's legacy requires a more ambitious mission tree.

[h2]Trebizond[/h2]

The once powerful and prestigious Komnenoi family now only retains their name. Trebizond has lost its dominance in the Black Sea, and the remnants of the Byzantine Empire are close to collapse. However, they might still be able to reclaim their lost territories, extend their control over the Black Sea and Anatolia, and take back Constantinople, either from the Palaiologos or from the heathens.

[h2]Theodoro​[/h2]

Theodoro is a nation that faces a challenging start. To survive, they must defeat neighboring Hordes, Turks, and Slavs. The new campaign will enhance the flavor of this heroic contender for the control of the Black Sea. Raise the banners, and a new Gothic invasion might go on once again!

[h2]Hormuz & Oman​[/h2]

The prosperous nations of Hormuz and Oman in the Arabian Peninsula have mainly relied on trading within the Persian Gulf to prosper and become wealthy entrepots. However, with the new opportunities presented to them, they might be able to expand their horizons and potentially establish a global trade empire that controls the trade and land in Arabia, East Africa, and India, extending their influence across the Indian Ocean.


That’s all about the new content for 1.37! Thanks for those of you reading us again, we’re very excited about receiving your feedback about this roadmap! And next week, we’ll start with proper development diaries, showcasing the new content for America: the Aztecs, Mayans, and Incas! It will be a meaty Dev Diary, for sure!

*Edit* A post publishing addition for you, as a new FatherLorris comic just dropped!

Now Available: EUIV Sounds from the Community - Kairi Soundtrack Part III

First, a quick announcement for those who have been waiting: we will be starting dev diaries back up again next Tuesday 27th! We’re excited to begin sharing with you all that we’ve been working on since King of Kings.

With that aside, another announcement to let you know that we’ve just released another community music back - EUIV: Sounds from the Community: Kairi Soundtrack Part III.

This new Community Music Pack includes 13 new songs from Skye Kairi Sawler, a composer previously featured in two other music packs for Paradox Interactive’s flagship historical grand strategy game.

Inspired by the soundtracks of classic strategy games from the late 1990s and early 2000s, Kairi draws on the music from the many cultures you can play in Europa Universalis IV, crafting a musical landscape that mixes themes from Eastern and Western music in a way authentic to the Europa Universalis IV experience.


[h3]Get the pack: here
Follow Kairi’s work on Soundcloud: here
Read some words from Kairi regarding each of these tracks: here
[/h3]


https://store.steampowered.com/app/2591320