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Grand strategy giant Europa Universalis 4 gets big Middle East update

New Europa Universalis 4 DLC King of Kings is set to enrich one of the best grand strategy games ever with a big overhaul. Following a recent free giveaway on the Epic Games store and several big Steam sales, strategy behemoth Paradox Interactive, also behind the likes of Stellaris, Victoria 3, and Hearts of Iron 4, is preparing a major Immersion Pack to add more depth to the Ottoman Empire, following on from the upcoming release of Europa Universalis 4 patch 1.36, which focuses more specifically on Persia.


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Developer Diary - King of Kings announcement & Persia

Hello everyone, and welcome back to EUIV Dev Diaries! It’s been a while since the last one, but we come with renewed enthusiasm and energy, especially after having celebrated the 10th Anniversary of the game. It’s been great to notice how big and strong the community is after a decade, and we’re very glad about the reception of the different activities that the CM Team has been deploying in the last month. Kudos to them, as well!

During the summer we’ve also been busy planning, designing, and implementing new content for the game. We still have a bunch of ideas even after the massive amount of content that was added in EUIV: Domination, and we think that we can keep improving the game, even after its longevity. Our objective for the next update will be to further raise the quality of the game while finishing fixing and balancing the post-release issues from 1.35.

In that regard, the topic of the next DLC will be new regional content. And the region that will receive it is the Middle East, something long awaited by the community! Then, we’re ready to reveal that it will be released in a new Immersion Pack, Europa Universalis IV: King of Kings, which can be wishlisted today.

That said, now my colleague Ogele will present to you the first pieces of new content for this new DLC, and the coming update 1.36. I hope you enjoy it!

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

"Iran's glory has always been its culture." - Richard Nelson Frye in Greater Iran, A 20th-Century Odyssey.

With this quote, I welcome you all to our first Dev Diary for 1.36, which will be focused on Persia. I don’t think there is much of an introduction needed for it, as it is a country that the community has been actively requesting to receive an update, especially after the Great Powers update of EUIV: Domination. It’s been an easy pick for us to work on, as it already had been in our plans for a while! So let’s get started by taking a look at the historical founder of the Safavid Dynasty: Ardabil.

[Note: All the screenshots shown in the DD are a work in progress, as usual!]

The Ardabil tree aims to help the player to unify the region. You gain permanent claims on the Tabriz and Shirvan areas, a core on the Tabriz province itself (once you have conquered the area first), +3 development in every province in the Tabriz area (a note about this, Ardabil province is now part of this area), and a religious CB against heathens and heretics for 25 years.

A common complaint on the forums was that missions simplify hard tags too much, and as such we have also decided that Ardabil will not get many of these, in order to keep the initial years as rather tough still - at least from a mission perspective.

The highlight of the tree is the mission “Into Persia” which is completed after conquering 15 provinces in Persia:


Another thing unique to Ardabil is the Safaviyya Holy Order, that you can promote in your areas:
Twice as expensive as normal orders, but it comes with one additional Base Manpower too.

Now that Ardabil has been covered, let us focus our attention on the religious setup of Persia as this affects the content of the country. The setup has been adjusted to reflect history a bit better. As such, many (but not all) Shia provinces are Sunni now as the conversion of the region happened massively only after Ismail established the Safavid dynasty in the region early in the 1500s:


With this out of the way, let us get to the gritty details of the tag of Persia itself. First thing first, the Persian ideas have been slightly adjusted to keep them more on par with their Ottoman and (sometimes) Mughal neighbors:
  • The Encourage Act now gives +10% Production Efficiency instead of +5%
  • Promotion of Irrigation now gives -5% Development Cost and +15% Manpower Recovery Speed instead of +10% Manpower Recovery Speed
  • Increase the Crown Lands now gives +15% National Tax Modifier instead of just +10%

Overall, the Persian ideas have always been quite decent, and this slight adjustment in numbers will help them economically.

The next point is the long-awaited mission tree:


With 51 missions in one playthrough, the Persian mission tree is the second largest of this update (the biggest one has 55 missions, but that is something for a Dev Diary to come ;)) and has a lot of different tasks to fulfill.

The Persian tree is split into four large packages and one small segment. As usual, I will start with the more common types of missions first and go to the more interesting ones down the line.

Starting at the top, the “Consolidate Persia” and “Secure Khorasan” mission packs here are quite self-explanatory as they are about unifying the Persia, Caucasia, and Khorasan regions, as well as conquering your way to Anatolia, Egypt, and India - all regions which were either historically conquered by one of the predecessor states of Safavid Persia like the Caliphates, or were the territory of the Persian rivals such as the Ottomans and the Mughals. The probably biggest highlights are the claims (not permanent ones though) on the Balkans and the Indian subcontinent, marking the furthest your expansion goes with the mission tree alone.

A bit more interesting are the “Origins and Legacy Missions”. In the screenshot, Persia has been formed by Ardabil, and as such you have “Expand the Safavid Order” and “Legacy of the Safavid” as the missions at the top. These are tailored to the founding nation of Persia, and as such are granted only to a handful of tags in the region who would most likely form Persia. What makes them so special are the requirements as they play heavily into the theme of your predecessor, as well as the reward from the Legacy mission.

For example: as Ardabil formed Persia, your two missions are about placing more Safaviyya Orders (of course with appropriate fallback) and converting provinces and countries alike.

As a reward, you get the following event:


Three other origins/legacy sets are added, which are for the following tags:
  • The Timurid successors (so basically the Timurids and every tag which starts or has a Timurid dynasty on their throne; yes, the Timurids will now be able to form Persia): “Patronage of the Arts” -a reference to Timur’s passion to… collecting artists throughout his empire and bringing them to his capital-, and “Legacy of Timur,” with the following event reward:
  • The Mazandarani tags (Mazandaran, Gilan, and Biapas): “Ziyarid’s Successor” and “Legacy of Eranshahr” (based on the claims to be descendants of the Sasanian Empire), with the following event reward:
  • The Qoyunlus (both AQ and QQ): “A State on Horseback” and “Legacy of the Seljuk” with the following reward event:
Note: missing in the picture is the access to the Tribes Estate which you gain access to in the previous mission.

Now we shall skip the middle part of the mission tree and turn our attention to the more “tall part” of the mission tree. Starting from “Shahanshah’s Coffers”, the missions will require you to invest in the development and construction of the Persian region as that was the historical focus of the country in lack of any easy expansion path which would collide with the Ottomans or the Mughals.

An early highlight here is the mission “Construct Great Buildings” which unlocks the “Great Works of Iran” estate privilege for the Burghers (although take into account that this is an early draft and that it will probably be nerfed a bit after testing):


Some of its missions are shoutouts to other tall-ish missions such as “The Persian Rug” which requires you to reach a certain level of Silk, Cloth, and Dyes production in order to trigger the following event:
Note: The money gain in this particular image is lower than it will ever be due to me having this event fired via console commands without actually owning any low autonomy Cloth, Silk or Dyes provinces. The second option gives 5 years of production, the third option gives 2 years. As with everything here, all numbers are still WIP.

Those who played Kilwa after EUIV: Origins release will recognize the “Sino-Persian Relations” mission as it works very similarly to the “Reconnect with Persia” mission. In other words: you establish diplomatic relations with the strongest tag in China (I recommend here to wait for Ming to fall apart first, then help the Chinese Warlord whose color you like the most to unify China), and establish an Embassy in both countries’ capital which counteracts the spent diplo slot. Additionally, both you and your Chinese ally will become historical friends.

On the other side of the internal missions are the ones related to your court and culture. Highlights here are “Checks and Balance” which allows you to recruit a Grand Vizier advisor from one of your estates which has one of the Advisor cost reducting privileges:
Note: We are aware of the tooltipping issue that says “-100% cheaper”. What is actually meant is that the advisor is 100% more expensive than a normal one. Also, once selected the advisor is immediately hired. If you fire him and rehire him you will not be able to get the modifier again.

Some other goodies from the Internal Missions:


That would cover the internal missions. The next package is about the military reforms of the country. Before going into further detail, I should showcase the two new estates. Yes, two. Persia will be the only tag with more than 5 estates as a bit of an experiment. Both estates are military focused, yet they represent different branches which were put at odds with each other by the Shahanshah to ensure their loyalty.

The first such estate is one of the Qizilbash, the Turkomen cavalry and infantry of the state:
Note: all the icons are still WIP.

As you might have noticed, some of their privileges are part of the Nobility already. The nobles here won’t have access to the privileges and / or are not selectable once you have enacted the Qizilbash equivalents. So in other words: while Persia has more than 5 estates, you still can only have up to 5 “Land Rights” privileges for gov capacity, and only 1 of each Monarch Power privilege still.

In a way, the Qizilbash are intended as the “military modifiers slots” for your country, and the mission tree plays into it as you don’t get any permanent military modifiers from it but instead privileges which have their own fair share of downsides. Here are some examples:


We are also toying with the idea to introduce some more Max Absolutism costs to the privileges for the sake of immersion. Anyhow, one big complaint with 1.35 was the sheer power level through mission rewards. Of course one issue is the numbers (which btw are here still WIP), but also the fact that you can collect all the modifiers and have them all active at the same time. Through privileges you are far more limited to which modifiers you can have active at the same time. Do note, it is an experimental approach to the power creep concerns, and as such is only present in Persia for now.

Also, you might have noticed that the reward for “Recruit the Qizilbash” affects only Qizilbash Regiments. Persia will have access to the Qizilbash Regiment, which in a way works very similar to the Rajputs: your Force Limit for them depends on their enacted privileges:
Note: Personally, I am not quite happy with their identity yet, and I am grateful to hear feedback to make them feel more unique as a special unit.

The mission “Create the Ghulams” will unlock your second (or third if you count the Nobility too) military estate:
Note: They are currently called Ghulams internally, but what we actually mean are Ghilman - the plural of the Ghulam. This will be fixed soon. (Yay, a lot of ID fixes to do, that’s what ‘Under Development’ truly means to be!). But for the sake of consistency, we will call them by their singular which is Ghulam.


Note: Again, all icons and numbers are WIP.


The military branch of your mission tree will focus on keeping your military estates happy and completing their agendas, as well as training your troops and gaining high levels of Army Professionalism and Tradition.

Alright, I think I cannot avoid the elephant in the room anymore. Yes, branching missions are back. Still not to the extent of certain crusader hordes orders in the game, but still in a more significant number. Of course these missions are about the religious direction of Persia.

With the mission “Our Religious Direction” you will be able to choose either the historical Muslim path, or the alternative history of a Zoroastrian Persia. But before I go into more detail I want to showcase a system developed with the help of the fellow modder @Stiopa (shootout to his Mod, which he presented here) which makes previewing branching missions less… traumatic.

For those who have pushed away the memories, that’s how a branching mission used to look like in 1.34:


This has been changed drastically for Persia as you no longer have to hover over the mission to see what conditions / rewards you want to get. Instead, you unlock a set of buttons which allows you to freely swap around the mission trees and view them in a less painful manner:

Note: The buttons for the branches are WIP. They will have a different look in the end.




Once you have decided which path you want to pick you can select the missions you want permanently with the first button.

Now then, let us start with the Muslim path:
Note: This screenshot is a bit older. The branching missions within other branching missions are replaced by the ability to pick your branch the moment where you have the choice between Islam and Zoroastrianism.

The Muslim path can branch further into either the Shia or the Sunni path (Ibadi countries can do either without being forced to change their religion) - depending on which of the two branches you have picked earlier with the buttons. The Sunni missions are more expansionist as they require you to unify the Islam while the Shia missions are more tall-ish as they require you to have 1500 total development in Shia provinces. Their rewards are however the same, which is a permanent modifier +1 Tolerance of the True Faith and +15% Manpower in the Truth Faith provinces. One thing which is in favor of the Shia missions is the creation of a “Center of Conversion” for 50 years which will support you in converting the region to Shia.

Moving on, the missions dependent on “The Persian Influence” are the main bulk of the Muslim missions as they unlock a new and unique way of expansion for Persia which plays into the quote from the beginning of the development diary:
Note: Again, art is very much WIP.

The new mechanic for Persia plays into the diplomatic and especially cultural aspects of the country. You don’t only have access to a bar and three shiny new buttons, but also a few new diplomatic actions, one new peace option and a new subject type!

I will start with the diplomatic options first:


The first diplomatic action is “Invite into Sphere of Influence”. This diplo action is only usable with countries which follow your religion and are within your trade range. Countries which are great powers or have as much development as you cannot be targeted. Once they accept, the target country becomes your pseudo-subject:


They will pay you a monthly fee which is significantly lower than that of vassals and are otherwise not very useful to you for wars or economy. You might now wonder why you would even want to bother with it then, right?

Well, you can transform these members of your Cultural Sphere of Influence into your vassals. In order to do this the target country needs your primary culture as their own too (so that means if they are not Persian, they will not accept). On Top of this, they also need to accept that request (so too much dev or too little opinion will hinder it) and they are not disloyal.

Additionally, you also require enough Persian Influence to do this diplomatic action. Every country within your sphere increases that cost by another 20 and applies a maintenance cost of -0.2 per month (numbers still WIP as -0.2 is quite limiting right now), so having too many countries at once within your sphere makes it rather difficult to elevate them to vassal status.
You also need 30 Persian Influence to promote your primary culture in their country in the first place.


Sometimes though, war is inevitable for your sphere to grow. In these cases, the peace option “Force Primary Culture” can be of good use:

Against countries of your culture group, the warscore cost is quite cheap while the cost against countries outside your culture is comparable to Force Religion.

Now to the buttons:
Neigh, art is not final!

While their main function is similar to the ones of the Iqta interactions, their secondary function is to reduce the elevation cost of your subjects, making it significantly easier to promote multiple countries to vassal status. The mission “Expand Our Influence” increases the max amount of reduction up to -400 and allows the creation of historical friends with your newly acquired vassals.

Now begs the question: how do you even acquire Persian Influence? While there is a passive gain of Persian Influence through good administrative advisors (especially artists and philosophers), the main generation of Persian Influence is done through the “Promote Art” decision:
Note: Of course there is a decision which cancels the art promotion in case you need that Monthly Administrative Power more.

Once enacted, you get greeted with the following event:


Each promoted art has its own passive modifier which will last until the work is done. While the modifier is active you receive one of these events every 2 years:


And depending on how you choose, the artist can do real wonders…


…or become a threat for everyone.



To finish the Persian Influence part of the content, the mission “Sword of our Faith” grants access to a spy action which allows you to fabricate a “Spread the True Faith” casus belli for 30 spy network. While you cannot take any provinces or make subjects, this cb allows you to enforce culture and religion at a vastly decreased warscore cost. And, finally, the mission “Language of Poetry”, which requires you to have converted 50 provinces or 15 countries to your primary culture, buffs the Persian Influence abilities by 100% and gives -10% Dev Cost in own culture provinces, -10% Advisor with Ruler’s Culture and +0.1 Monthly Persian Influence.

That finishes the Muslim branch. At last, we come to the Zoroastrian branch. The wishes for a Zoroastrian focused Persia have not met deaf ears, and as such are now their own respective path. Once you select the Zoroastrian path there will be no return from a time of a semi disaster:


Choosing to change the religion of your country, especially when you steer away from a Abrahamic religion to a non-Abrahamic one, should feel like an impactful and, truth be told, painful experience for the state. However, due to the nature of Zoroastrianism, it is more fitting to have the conversion process done through an event chain similar to the one for the Norse religion. And so, the Zoroastrian narrative is born which you will play through unless you have chosen the Zoroastrian path while being Zoroastrian already.

I will keep the event chain rather short as the dev diary is quite large already. Here are just some of the events which will fire while your state adopts a more and more Zoroastrian world view:


Of course you also receive new missions:


As you might have seen in the event, you get a new government reform, and with it a new government mechanic. The “Three Royal Fires” is available to all Zoroastrian countries, but Persia is the only one which gets additional support for it:


And its buttons:


Also after becoming Zoroastrian as Persia you will receive the following event:
Note: Of course there are decisions which restore the old name / color.

As for the ideas, they are still WIP. I would like to hear your ideas for what Zoroastrian Persia should have in its ideas though. ;)

Moving on, the Zoroastrian missions aim at the restoration of the Zoroastrian faith and creating new allies who would like to join your newly recreated community. The mission “Reborn in Fire” will spawn a Zoroastrian “Center of Conversion” which targets the Muslim and Christian provinces in its proximity:


The mission “Restore the Avesta” allows you to use the Propagate Religion trade policy for another method of converting provinces while the “Purify the Holy Sites” removes the Asha Vahishta reduction from missionaries. “Balance the Flames” and “An Asha Empire” give additional buffs to your three buttons to make them quite potent:


Now, that is not quite the end for Zoroastrian Persia yet. As you can see in the “Adur Burzhen Mirh” interaction you will notice the mention of “Zoroastrian Invitation”. As there are basically no other Zoroastrian countries in the world, you are free to establish your own community of Zoroastrian countries by inviting them into it:



Rule of thumb here for AI acceptance: all the AI reasons why they would accept a vassalization apply here, though not as strict.

Speaking of Zoroastrianism: their blessings affect your government mechanic and it is now possible to be the Defender of Faith for the Zoroastrian religion.


To finally conclude the Developer Diary, there will be several new flavor events added for them which trigger throughout your campaign (if you, of course, fulfill the requirements, such as
  • Chinese Blue-and-White Porcelain
  • Sarkhej Roza and the City of Ahmedabad
  • Abbas I - Persia's Greatest Emperor
  • The Two Rivers of the Fertile Crescent

...and many many more.

With that being said, thank you all for your time, and I wish you all a great week! And the next one my colleagues PDXBigBoss will be presenting the new content for the Mamluks! Cheers!

Don't forget to wishlist King of Kings here:
https://store.steampowered.com/app/2502910

Want to talk about all the glorious Persia playthroughs you've got planned?
Join us on Discord and share at: https://discord.gg/europauniversalisofficial

Community Mod Spotlight - Beyond the Cape

Hello everyone! Our latest EU4 mod spotlight features Beyond the Cape.

This mod enriches the seas of EU4 with a rework of several game mechanics, creating a fresh experience for exploration, navies, and colonisation. Portugal also receives a great deal of flavour in the name of immersion and historicity.

Here is Fen_the_man to discuss their work. Enjoy!

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

Greetings fellow Explorers,

I am Fen_the_man, the creator of Beyond the Cape. This mod focuses on providing a realistic and historical exploration and colonisation experience and overhauling many events and mechanics in the game to be more interesting, fun, and to better resemble how they happened in real life. The countries revamped by this mod are almost exclusively historical colonisers, mainly Portugal.

One of the main mantras of this mod is “Keep it Simple”. There are no major overhauls of any mechanics, you will not need to learn anything that you do not already learn from vanilla, and there will not be so many provinces added that will lag your gameplay.

As the Dev Diaries of the Domination DLC were being released, I’ve noticed that many people were disappointed that their suggestions and desires were not added. Of course, not everything can be implemented, so I decided to take matters into my own hands and do what I can to help the community. Let’s take a look at what this mod offers:

  • Historically Realistic Exploration
  • Overhauled Castilian Civil War Disaster
  • Immersive Portugal Experience
  • General Improvement to Colonisation
  • Rework of Institution Spawn and Spread
  • Increased Importance of Naval Dominance
  • Overall Balance Changes


[Beyond the Cape Mod Image]

Please be aware that for this mod to work as intended, the Domination and Golden Century DLCs are required, while Origins is optional. Still, I recommend having all DLC for a complete experience.


[h2]EXPLORATION[/h2]

Portugal, the country that started the discovery age, did this out of necessity. Henry the Navigator had already conquered Ceuta and sponsored voyages to the Atlantic Ocean, resulting in the colonisation of the Azores and Madeira islands and sailing past Cape Bojador, previously thought to be the end of the world. As the Ottomans further increased their stranglehold on the trade between Asia and Europe, with Portugal being on the westernmost edge of the continent it is inevitable that they would suffer the most. Going around Africa to find the sea route to India and claim its riches was the goal. There was never any interest in sailing west like Columbus did.

To represent this, Exploration ideas have been changed, so that Quest for the New World is no longer an idea there. Many other missions, estate privileges and events were changed to prevent early exploration of open seas.

The countries that can explore in the first decades of the game are very limited, obtaining their explorers through missions and events. This results in Portugal exploring around Africa rather than being able to map the New World by 1450.

[Portugal going around Africa without exploring New World]

You’ll also notice that trade winds have been reworked to have a bigger impact. This is not the only obscure mechanic that has been touched upon in this mod.

As we know, Christopher Columbus was the first European to set foot in the New World, sponsored by Castile. This event is already represented in the game, but now it is much more relevant. Columbus’ event will allow the country to sail to the Caribbean and be the first to discover the New World.

Portugal will get the Columbus event before Castile does, if they have Exploration ideas and the year is 1488. However they can only accept his proposal if they have not discovered the Cape of Good Hope. If they reject, Castile will get the event if they have Exploration ideas and there are no provinces in Iberia owned by muslims.

[Columbus event 1]

[Columbus event 2]

If Castile is the one getting the Columbus event, Portugal will be able to contest his discoveries, claiming those lands as rightfully theirs. Castile can then negotiate with Portugal, and the Treaty of Tordesillas will be enforced from then on. It will only allow Portugal to colonise in Africa, Asia and parts of Brazil, while Castile can only colonise the rest of the Americas. Both countries also get a colonial growth bonus.

In order to avoid confusion, the vanilla Treaty of Tordesillas has been renamed to Inter Caetera.

There are two other instances during the game that will modify the treaty under certain circumstances. You can revoke the treaty any time you like via decision, paying the consequences for it of course…

Eventually, countries that pick Exploration ideas will be able to enter open sea tiles, once they hit diplomatic tech 9.

[Quest for the New World event]

There is also a new estate that aims to replicate the Atlantic Slave Trade - the Slavers Estate. This estate is unlocked once an European country has a presence in West Africa and in the New World, complete with unique privileges to choose from, agendas, events and a disaster.

[Slavers privileges]

One of the most ambitious additions to the exploration and colonisation experience is the Settler Pool mechanic. It is available to every country with a colonist and aims to represent the available population to be sent to colonise new lands. Smaller countries like Portugal had mostly trade posts composing their global empire, rather than vast swathes of land as is the case with Spain.

The max settler pool is calculated based on a country’s total development and number of provinces in states. For each province being colonised, 1000 settlers are deducted from the pool, being replenished when the colony is finished. Depending on the percentage of available settlers in comparison with the total number of settlers, a modifier is given to the country that either boosts or hinders colonisation efforts.

[settler pool decision]

The Hunt for the Seven Cities of Gold has also been expanded upon. Now the search is guaranteed to happen when you start searching with your explorer. Events will happen during the course of their exploration that will determine the likelihood of finding the fabled cities of gold. There are three possible outcomes, much like in vanilla. However, the best outcome will uncover a monument that will yield great rewards when you claim it.

Even if you do not claim it, since you were the one discovering this monument, no other nation knows of its location, therefore only you can unlock the monument by owning the province.

The Fountain of Youth works much in the same way as the others, except it is your explorer that needs to do the… exploring.

Each monument exists in a different region. Go claim them all!

[El Dorado]

[Fountain of Youth]



[h2]CASTILIAN CIVIL WAR[/h2]

One of the major reworks of this mod is how the Castilian Civil War disaster happens. In the base game it is quite uneventful, spawning a few rebels that you have to defeat and resulting in an opinion boost with either Aragon or Portugal.

In real life though, this was a major event in Iberian history, resulting in a conflict between Portugal and Aragon to decide which country would place their consort as ruler of Castile. Aragon won this war, and Isabella was made Queen of Castile. Together with Ferdinand of Aragon they were the Catholic Monarchs, and eventually would unite the two countries to form Spain. Things could have been very different though, had Portugal placed Joanna la Beltraneja as ruler of Castile.

[Castile Civil War initial decision between Joanna and Isabella]

This disaster has a lot of decisions and different outcomes. You can decide to stay out of it altogether, or participate to claim the grand prize. Eventually, even France can get involved indirectly to further their own interests.

When this disaster ends, if either Portugal or Aragon placed their consort on the throne of Castile, there will be something else to keep you on your toes. Both countries will get an heir, and when she rises to the throne of either country, she will form a personal union between them. Whoever has the most legitimacy, stability and prestige, as well as development in the capital, will be the Senior Partner, so watch out! It is generally easier for Castile to become the senior partner as they only have to fulfil one of the aforementioned requirements. If the heir dies though, there will be no personal union outcome (yet).

In this disaster both the Iberian Wedding event and Isabel of Castile event have been incorporated, so those will no longer fire as they are no longer necessary.

Regardless of the outcome of the disaster, even if Portugal loses that war, it might be beneficial to them to participate in it, as you’ll be able to see in the mission Intervene in Castile. This mission has 3 different rewards based on the outcome of the Castilian Civil War.



[h2]IMPORTANCE OF THE NAVY[/h2]

In vanilla, armies are more important than navies, and rightfully so. However, navies do not get the importance they deserve. The global empires of Great Britain, Spain, Portugal and Netherlands had a powerful navy that projected influence and allowed them to control their trade and colonies.

In order to try and represent this, there have been 20 unique naval units (so far) added to certain countries that will replace their standard counterparts. Portugal will get the Nau instead of the Carrack, Venice will get the Argosy instead of the Galley, Castile and Spain will get the Manila Galleon instead of the Wargalleon, to name a few. These units have better stats than their standard counterparts.

[Portuguese Unique Units]

[Venetian Unique Unit]

The naval special units have been renamed. It felt wrong to have a Great Frigate ship be a Caravel special unit. So now Caravels are Armadas, Galleons are Full-Rigged Ships, Man-of-Wars are Royal Ships and Geobukseons are Turtle Ships. Additionally, some countries are able to modify their special units via decision, giving them interesting bonuses and making gameplay more fun.

Roughly half of the straits have been removed and military access has been restricted to only neighbours (except in the HRE). This prevents countries from marching their armies through entire continents and laying siege to your lands. Now they will be forced to invade you by sea. Blockades are also more severe, increasing devastation at double the rate. Some narrow sea tiles also give reduced engagement width, such as the Sea of Marmara or Strait of Gibraltar.

The AI will also pick naval ideas more often. Countries such as England and Tunis will have a more powerful navy, so players can actually have a challenge at sea.



[h2]PORTUGAL[/h2]

This is really the star country of the mod, but do not think that means you’ll have an easy time with them! In the quest for historical accuracy, a lot of things we take for granted have been removed. Case in point: Portugal and Castile are no longer historical friends. In fact, it is very likely that they will start the game as rivals!

So how do you fight Castile? There’s a reason Portugal’s borders remain virtually unchanged since the 13th century. This is due to staunch resistance to foreign invasions. This mod gives you the tools to replicate this, the rest is up to you.


[Portugal ideas]

[Portugal missions]

Coimbra starts with the level 1 monument Batalha Monastery, which gives a little boost to the Portuguese army. Lisboa does not have any monuments at game start, but you can unlock two there by following the mission tree.


[batalha Monastery]

Portugal gets a decision to upgrade their Armada ships to a more expensive combat-oriented light ship. There is also a decision to upgrade their Full-Rigged ships, sacrificing combat prowess for the ability to transport units.


[Armada and Full-Rigged ship upgrades]

The Order of Christ holy order has been added. As the official successors to the Knights Templar and main financiers of the Portuguese discoveries, they are arguably the most important holy order in Portugal’s history, who displayed the order’s famous cross in their caravels’ and carracks’ sails.


[Order of Christ]

Portugal’s government has also been reworked. It allows the establishment of Feitorias along the African, Asian and Brazilian coast. These are trade posts that give you trade power in exchange for increased province governing cost.

[Portugal government]


[Feitoria event]

It also unlocks the Saudade mechanic. Saudade is a representation of the willingness to go out to sea rather than stay home, ranging from 0 to 100. Neither is inherently good or bad, it has to do with your playstyle and current situation of the country, and it is up to you to control it.


[Saudade mechanic]


If you have 100 Saudade and own at least 5 times more territory provinces than state provinces, you may trigger the Overextended Empire disaster. This disaster does not spawn rebels, but drastically reduces the economic efficiency of your empire. It represents the difficulties of managing a scattered overseas empire with limited resources.

This disaster is repeatable, so don’t make the same mistake twice!

[Overextended Empire disaster]

Each Portuguese monarch can now choose an ordinance to focus on during their reign. If they rule for long enough, they can even make their chosen ordinance permanent, lasting for the remainder of the game.

Ordinances range from simple ones, such as giving +10% tax or +10% production efficiency, to more unique ones, such as the Padrão ordinance that allows you to place the namesake Padrão (stone pillar standards) in uncolonised provinces. Once colonised and grown into a city, you will be able to choose the trade goods the province will produce - for a small cost.

There are hundreds of new events for Portugal, including the 1755 Lisbon Earthquake event chain, the Portuguese-Mamluk wars including the important Battle of Diu, and the attempted capture of the Prophet Muhammad’s remains by Afonso de Albuquerque. All these events ensure that you’ll have a rich experience and never a dull moment.


[Lisbon Earthquake]


[Tomb of Muhammad]


Portugal is also able to form Iberia, which is basically the same as forming Spain with extra steps. Naturally they cannot form Spain anymore. Iberia keeps the Portuguese ideas, and then gets a few dozen unique ones. They also get their own idea set.

To conclude this Portugal section, we give players a decision to choose Portugal’s colour, so Greentugal fans are not disappointed by the new Bluetugal.


[Portugal colours]


I will not spoil what the “meme colours” are, go check them out for yourself ;)

Other countries that have received some love so far have been:
  • The Netherlands, with an updated, improved and reorganised mission tree making it more accessible for both the AI and players to complete missions and reach the East Indies. They can release the VOC much like England can release the EIC. In the Eastern America colonial region they have a unique colonisation mechanic unlocked via the Patroonschap mission. Much of their newly added flavour revolves around their conflict with Portugal.

  • Aragon, who now has Sardinia and Sicily as juniors, with missions to integrate them and Naples. If they integrate the three of them, they’ll get an event that will allow them to choose where their capital will be, and depending on their decision it will upgrade the new Crown of Aragon government accordingly. There are 4 possible upgrades to the government, so choose wisely.

  • Burgundy, with a unique casus belli that will allow them to subjugate the Dutch minors without the HRE Emperor interfering, as well as some historical events regarding their conquest of the Low Countries.

  • Austria has Styria and Tirol as juniors, England has Wales as junior and Cornwall as a vassal, Bohemia has Moravia as junior, Wolgast has Rügen as a vassal.

  • Castile, Morocco, England, Norway, and a few other countries also had slight updates to their ideas and mission trees.



[h2]BALANCE CHANGES[/h2]

This mod also addresses many other areas of concern to make gameplay feel more realistic, rewarding and challenging, including but not limited to:
  • Buildings - They are more expensive the more development a province has. Most buildings now reduce development cost. This represents the effects of infrastructure in a province. Some building bonuses have also been changed.

  • Development - It is more expensive to develop a province the higher its development is. This represents the effects of population increase in a province. There is also a small chance that after an enemy army occupies a province that its development will decrease by 1 in a random category.

  • Terrain - Combat width from terrain has been reintroduced. Watch out for that -50% width in mountains!

  • Attrition - Maximum attrition has been raised fourfold. Scorched earth, monsoons and winters give increased attrition, amongst other modifiers.

  • Devastation - There is a chance for every province with at least 10 devastation to lose 1 development in a random category. This has a cooldown time, but try not to have high devastation for too long.

  • Prosperity - Conversely, there is a chance for every prosperous province to gain 1 development in a random category. This also has a cooldown time.

  • Corruption - More sources of corruption, namely advisors and low crownland. This represents how those in positions of power can abuse that power.

  • Institutions - Dynamic representation of institution spawn. Renaissance exists in North Italy at game start, Printing Press can spawn after the Gutenberg or Aldus Manutius event, and more. Institution spawn is no longer tied to specific years. Institution spread has also been significantly slowed down. While the chance that institutions spawn in Europe is higher, it is not guaranteed.

  • Casus belli - Added specific casus belli for certain historical conflicts, and a Naval War casus belli that has a Naval Superiority Wargoal, giving navies increased importance. You can unlock this casus belli after completing either Exploration, Maritime or Naval ideas.

  • Sound tolls - 6 different sound tolls have been added throughout the world. Controlling the required provinces to unlock the toll gives +5 trade power to each province.

  • Colonial nations - Colonial nations can no longer colonise outside their colonial region. Subject countries will no longer colonise in the same colonial region their overlord has Inter Caetera in. If a country has 2 colonial nations with capital in the same colonial region, now you can combine them into one colonial nation.

Once you load up the mod, you will be greeted by a tutorial event, which I highly recommend reading to better understand everything we hope to accomplish. You can always access it again later via decision.


[Tutorial event page 1]


[Tutorial event page 2]




[h2]OTHER ADDITIONS[/h2]

Each of the new military holy orders now have a province that is their headquarters. By establishing a holy order in the area this province belongs to, not only will you unlock a modifier in the headquarters province, but also a mercenary company representing the knights of that order, each with their own unique attributes and sprite. Below you can see the Knights of Montesa.


[Knights of Montesa]


Many new songs with Portuguese flavour have been added, giving you a little taste of Portuguese culture, so you can be fully immersed in your playthroughs. You can toggle them on/off in the music channel.

We’ve also got permission from Halcyon Reign to use their amazing music in the mod. Fitting, since one of their songs is called Beyond the Cape, and it rocks! Their work is wonderful, I’m sure you guys will like it. As usual, you can also toggle it on/off in the music channel. Link to their social media will be present in the mod’s Steam page at the end of the spotlight.

There is also new loading screen art, as well as loading screen tips specific to the mod. More will be added in time.

There’s so much more to talk about! But I don’t want to spoil the whole thing for you. I encourage you to try it out and see for yourself, and find all the new things this mod brings to the game.


[h2]FUTURE PLANS[/h2]

We’re currently in the process of reworking the idea groups, adding a few more (not many) and making meaningful changes to the way you interact with them. This will probably come in the form of a submod.

Another submod we are planning is related to unit composition, but this still very much on paper, and will only be seriously worked on after the idea submod.

Italy is also getting a significant rework, with a spotlight on Venice and the Italian Wars. The Netherlands will also continue getting more updates, focusing on their colonial endeavours.

Currently designing a province expedition event chain on certain uncolonised provinces that may yield valuable rewards, interesting discoveries, or some other hidden secrets… and easter eggs of course.



[h2]GIVING BACK TO THE COMMUNITY[/h2]

I would like to emphasise to you guys just how important this project is to me, and how during its development I saw the excitement of players flooding me with ideas and suggestions that they would like to see in the game.

With this in mind, one of my goals is to give everyone a platform to express themselves. Do you want to:

  • develop your own modding project?
  • start modding but you do not know how to?
  • make art, UI changes, or any exciting modifications?
  • see your favourite region represented and improved?
  • just give suggestions for improvements?


Then this is the place for you! Beyond the Cape will provide you with a blank slate so you can express yourself and show your ideas to the world.
You will have full autonomy to do your own projects, and all the tools you’ll need to thrive, backed by a team that will be with you every step of the way.
Your contributions will gradually be added to the mod, giving you the deserved credit, and helping the mod grow.

I am very passionate about giving back to the community that gave me so much, so everyone can enjoy the game the way they want to, as it is supposed to be. So with that said, hop on to our Discord and join the team! I want to hear all about your ideas!


[h2]CREDITS[/h2]

To finish up, I want to leave a special thanks to:
  • Hermerico, for finding the Portuguese songs and for numerous ideas for events and balance changes, as well as being part of the mod’s development since the very beginning.
  • Sete, for the many years advocating for changes to Portugal, as many of his ideas have been added to the mod.
  • Xary Moft, for being the main tester and reporting all sorts of bugs and exploits that I wouldn’t be aware of, as well as for the expert knowledge of the game files.
  • Everyone that is active on the Discord server, continuously giving suggestions and bug reports, keeping the mod alive and helping it grow.


Thank you for your time! I hope I managed to grab your attention with this project of mine. I also want to thank Ryagi, Vasi, and Paradox for the opportunity to spotlight the mod. You guys are seriously awesome! Please check the Steam page below, and our Discord server if you want to help this mod grow.

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2966858781
Discord:
https://discord.com/invite/kTPQsRStn3

That is it from me today! I hope to see you all again, beyond the cape!

Community Mod Spotlight - Anbennar Pt. 2



Grab some snacks 🍿
Our Anbennar Spotlight has turned into an Anbennar Marathon.

Part 2 (And 2.5) of our multi-part spotlight on Anbennar is out now! Featuring a look into the upcoming Sarhal update, join us as we continue our Anbennar world tour. (Once again way too long for steam 👀)

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

[h3]Read our Anbennar Spotlight Part 2 here![/h3]

And check out the moditself on the workshop here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1385440355

Live Q&A with EUIV devs - starting 15:00 CEST/09:00 EST

Have a question for the devs? Now is your time to shine!

Join us shortly as we host a developer Q&A live on our newly launched Discord Server. Paradox Tinto studio manager and long-time Europa Universalis developer Johan Andersson, and EUIV content designer Álvaro Sanz, will be available to answer your questions.

Q&A begins 15:00 CEST/09:00 EST, and will be live on our Discord server:

https://discord.gg/europauniversalisofficial

We can't wait to see you there!