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Europa Universalis IV: Domination releasing April 18th

Paradox has confirmed the Europa Universalis IV: Domination expansion is now releasing on April 18th.

Read the full article here: https://www.gamingonlinux.com/2023/03/europa-universalis-iv-domination-releasing-april-18th

Developer Diary - Domination art and unit models

The last few months have been incredibly busy for the art team, and our artists have created a staggering amount of work, with around 600 brand new 2D assets including event pictures, government reforms, and missions to support the content that was added for Domination and the 1.35 patch.

Here’s some of our favourite examples:

Ottoman mission art:


Japan mission art:


Ming mission art:


new event art:



But it’s not only 2D, as always we present a new unit pack that will be part of the Domination expansion.

We found that pretty much every major power is already outfitted with at least one unit pack, so we had to look elsewhere. We settled on the French appanages and revolters in the West (sure to interact with great powers such as France and England) and various Asian minors in the East (to oppose the great powers of China and Japan).

As always we go through quite a lengthy research and concept process before we even open up the 3D software. There’s so much information out there and it’s important to really grab the essence of what makes a certain culture or era unique.



France itself is pretty well-covered with unit packs, but fortunately the one thing that the French had in abundance was a broad range of different fashions and uniforms.

Veterans from the days of the pre-order bonus might already notice that some of these units cross-over with the Hundred Years War Unit Pack. If you have that DLC active, the Burgundy tag (for example) will continue to use the original Hundred Years War unit for Tier 1 before switching to the new Burgundian units for 2, 3, and 4. Other Burgundian-culture countries (such as Lorraine) will use all 4 tiers of the new Domination units regardless.



The Walloon units are used by countries like Liège and Hainaut, as well as their Flemish cousins. Their Tier 1 is based heavily on artefacts from the Gravensteen Museum in Ghent, including the very distinctive helmet. As Wallonia was ruled by Spain for much of this era, we drew inspiration from units under Spanish control for the Tier 2 and Tier 3. Their third tier specifically is based on grenadiers of the Walloon Guards, a unit raised in Spanish service during the early 1700. Their final unit is based on Belgian flanquers of the Netherlands infantry, who fought with distinction in the Battle of Waterloo.



The Burgundian units are used by countries in Eastern France, such as Burgundy, Lorraine, and a handful of other minors. We went with a closed sallet for the Tier 1 helmet to complement the heavy armour. The blackened steel cuirass and cocked hat of the Tier 2 is archetypical of cavalier officers in this era, and of course we had to use a ruff, which I think is criminally underused in EU4. The next tiers are based on elite grenadiers of the French army, complete with bearskin bonnets. Finally we have a unit based on the Old Guard, the most prestigious veterans of the Napoleonic Grande Armée.



The Northern French units are used by countries like Orleans and Champagne (as well as Normandy and Brittany, if you don’t have the Rule Britannia DLC). This kettle helmet with a neck bevor was a good match, and we liked the hybrid brigandine with cuirass visually. Dragoon hats are severely underused in EU4, so we went with a soft cap to avoid rehashing the old tricorn once again.



The southern French cultures use these units. The cloth orle on the helmet was adopted by crusaders to cool down hot armour in the Holy Land, and its usage was brought back to Europe, especially in warmer climates of the mediterranean. We enjoyed making more use of the dragoon aesthetic, even using the hussar jacket and impressive bearskin for the final tier.



The Ainu are close neighbours of the Japanese daimyos, and the indigenous people of the northern Hokkaido island. Their impressive beards and bold patterned clothing makes them stand out, and as hardy outdoorsmen they are keen users of natural materials, with wooden quivers, straw hats, and even salmon leather shoes. However, in later eras they adopt some technical advantages from their Asian neighbours, such as lacquered jingasa helmets and Tanegashima muskets.



The Filipino units are used by the many small countries that start in modern day Philippines. Of course in reality the Philippines was a highly diverse land, and so we chose different elements from across the archipelago. Hidden inside wooden sheaths, they have fearsome Visayan Binagon blades. The moro armour and salakot hat are also interesting historical elements that we included. The final tier is reminiscent of the Filipino soldiers in Spanish service towards the end of the EU4 era, and their straw hats are a nod to the iconic republican soldiers who fought for independence towards the end of the 19th century.

We were fortunate enough to have a Filipino colleague who helped us with these designs:
Hello! Ryan here, aka @ransomyu on the forums (don't bother looking, I'm just a lurker) and as Paradox' first (I think?) Filipino hire, I was delighted to be asked to consult on these Filipino units. My first Paradox game was CK2 but I fell in love with EU4 when I realized you could take one of the precolonial Philippine polities and essentially rewrite history by ensuring the islands were never colonized by European powers. Doing so with these newly designed units will make it a little bit more exciting!

As previously mentioned, the Philippine archipelago is a rich tapestry of different cultures, languages, and traditions. For example I have Kapampangan and Tagalog roots, but was essentially raised in (Imperial) Manila. So when I helped do the research on what units could represent the entirety of the Archipelago, I defaulted to suggesting what was most popular in the national imagination and mythology. So for example while Lapu-Lapu is Bisaya, he is the stand in for Filipino anticolonial aspirations, and features heavily in any media that aims to depict precolonial Philippines.

I hope that any Filipinos that play EU4 will be super pumped to try out the new DLC and join me in my quest to insert as much Filipino flavored content into Paradox games as humanly possible!




The Bai culture revolters, such as the Kingdom of Dali, receive their own units too. Their Tier 1 is equipped with a Guandao polearm and they wear an intricate and highly-detailed leather armour. The later units have inspirations from both Tibetan and Chinese cultures, and white dress synonymous with Bai traditional clothing.



The many cultures of south of China also receive their own unit pack to contrast with the Ming units. Their Tier 1 armor is early Ming dynasty Song-style armour, with curious interlocking scales. The armor was often adorned with intricate engravings and embellishments, making it both functional and aesthetically pleasing. The conical helmet used by Tier 3 is in fact also a form of armour.

And finally, behold the 1.35 loading screen: Mehmed II of the Ottomans, pictured as his bombards tear down the Theodosian Walls and his Janissaries storm Constantinople in 1453.



That’s all from me, let us know what you think of everything! Next week we will show the achievements we have created for this update, see you!

April Date Scheduled for World Domination

They say that no plan survives first contact with the enemy, but you’re different. You have the foresight to lay out a centuries long scheme to humble your enemies and write your own legend. The greatest empires in history are yours to command in Europa Universalis IV: Domination, a new expansion coming April 18, 2023.

In this add-on to Paradox Interactive’s flagship historical grand strategy game, you will experience new historical flavor and decisions for many of EU4’s most popular and powerful nations. New mission trees, historical government reforms, estate challenges and units add greater variety and, sometimes, tough choices as you must pick a path in a branching mission, entirely closing off some possible rewards.

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Europa Universalis IV: Domination includes new national mission trees and features for:
  • The Ottoman Empire: A revised conquest tree with new rewards for pushing Ottoman dominance, including expansion through the new Eyalet system, and new internal changes, such as the new Janissary estate, the new Ottoman Decadence mechanic, and the ‘Ottoman Power Struggle’ disaster.
  • China: Different mission trees for the Han Ming and invader empires like the Qing. Choose between expansion and Inward Perfection, and counter the power of the Eunuchs to build a more stable empire.
  • Japan: Unite Japan as you deal with the power of the Shogun and the independent Daimyos. Choose to open the country to foreign influence or keep it isolated, while deciding upon different paths of expansion and reform.
  • Russia: Free your country of the Tatar Yoke, and transform it into a Great Empire. Choose the path of Peter’s reforms to modernize the state, so your mission tree as well as your mechanics will change and evolve as the game progresses. Use the power of Cossacks and Streltsy to expand your Empire to East and West.
  • Spain: Expanded mission trees for Castile and Aragon, with different paths to form Spain, a new mechanic available for the new ‘System of Councils’ government, and decisions about the Army and Navy to get the mighty Tercios and Spanish Armada.
  • France: Fight the end of the Hundred Years War, centralize France into an absolute monarchy while dealing with the Wars of Religion, expand into Italy and the Holy Roman Empire, and lead the Revolution through an expanded mission tree.
  • Great Britain: Separate paths for either a British Empire or an Angevin Britain, as well as a deeper internal gameplay, with unique features for the English Parliament and changes to the English Civil War disaster.
  • Minor nations: Mission changes, new government mechanics and expanded flavor for Prussia, Portugal and Korea.


Domination also includes new art and music alongside a rich menu of new historical detail, adding more flavorful estates, reforms, special units and events to the leading powers. It will also be accompanied by a major update, free for all Europa Universalis IV players.

Those who pre-order Domination will receive a bonus music pack, March of Power, with six new tracks to enjoy as accompaniment to your conquests

Europa Universalis IV: Domination will be available on 18 April 2023 for a suggested retail price of $19.99/£16.75/€19.99.

https://store.steampowered.com/app/2223660/Europa_Universalis_IV_Domination/

Developer Diary - 1.35 Balance and Modding

Greetings Everyone!

Today we will take a final look at some of the balance changes and the additions for usermodding coming with 1.35.

We'll also be presenting changes to the Age Abilities. As some Great Powers have received changes to their power level, it was only fitting to adjust their Age Abilities too. We have a lot of balance changes to show off. So many in fact we don't have room to post them all in this steam post!

Today's Dev Diary can be found on our forums here:



Developer Diary - 1.35 Free content & Government Mechanics

Good afternoon and welcome to another Developer Diary! This week we will be taking a closer look at various types of new content added to the game, starting with a review of the new Government mechanics that will come with Domination, and the additions we made to previous DLCs as well as to the base game.

Before we begin, let’s take a moment to address the concern around power creeping in 1.35 that has been discussed by the community in the past weeks. The content we showcase in Developer Diaries is usually in a rough form, not just from the perspective of numbers but also even from that bonuses. QA and Beta testing, along with your feedback, shape and changes the content vastly over the coming weeks. As a result, more often than not the content of the Dev Diaries does not reflect the final iteration. We take great pride in combing through and interacting with many of the comments under the Developer Diaries. We wanted to take this opportunity and note that in the cases of the Ottomans, France, Japan, and every other Great Power we have previously showcased, we have taken great steps towards rebalancing, snipping bonuses, nerfing, and even out-right changing modifiers completely. This is at least in part attributed to your stellar feedback, which helps guide us as we move through the development process. Having said that, thank you for taking the time to comment and contribute, even if we’re not always ready to answer as much as we’d like, but we genuinely appreciate it and try to take it into account as much as possible. Now that’s out of the way, let’s move on to today’s content!


Let’s start with an updated review of all the new Government Mechanics available with Domination. You may notice that they are using a similar box, which will now be part of the Government window (Note: the Purple box does not appear for countries who do not have mechanics). This has been done to make the expansion and maintenance of special Government mechanics easier, but also it will increase its modding possibilities (something we will talk about more in-depth next week):



New look of the Government window. When having more than one mechanic at your disposal, a lateral scrollbar inside the window will allow you to check them.

So, let’s showcase them:

Ottoman Decadence


Ottoman Devshirme


Russian Table of Ranks


Russian Rule


Spanish System of Councils


Japanese Land of the Christian Sun


The New Prussian Militarization


Following up on your feedback for Prussian Militarization, I went ahead and tweaked it a fair bit:

  • Removed Land Forcelimit and replaced it with Land Maintenance Modifier
  • Decay halved in tier 2 and 3
  • Added a decay countermeasure to slow down the loss of militarization
  • Militarization Interactions now cost 20 Militarization instead of 50

Mercenary Militarization

Note; This reform will NOT stack with other types of militarization!

Korean Perfectionism


Parliament vs Monarchy (which is used by the English Parliament)


And the Shogunate, which although not part of Domination, received a bit of a re-balance:


  • Forcibly Expel Ronin
    • -1 Global Unrest for 10 years
    • 50 Admin Power
    • -5% Liberty Desire in Subjects for 10 years
  • Sankin Kotai
    • +3 Diplomatic Reputation for 10 years
    • 50 Dip Power
    • +0.25 Monthly Autonomy Change in Subjects for 10 years
  • Sword Hunt
    • -15% Regiments Cost
    • 50 Mil Power
    • -10% Manpower Recovery Speed in Subjects for 10 years


Starting off with non-Domination-related, let’s start with the Base Game. A while back we released a Developer Diary around the addition of new Idea Groups as well as the re-balancing of existing ones (this is also a great way to showcase the impact of your feedback by comparing the old iteration with the new one!). Since then, a lot has changed based on a multitude of factors. Here are the current iterations of the 3 new Idea Groups:

Infrastructure Ideas:

Note; Do not be alarmed by the Expand Administration Cost, granting it does not mean it’ll be free forever, read more HERE



Court Ideas:

Note; the idea “Respected Authority” also carries a unique mechanic that reduces Absolutism loss from every Estate Privilege by -20% (which effectively translates to +1 or +2 Absolutism per Estate Privilege in most cases!)

Mercenary Ideas:


Note; We decided to remove the ability to split Mercs because it led to the impossible situation of splitting them, then mixing their 1k stacks in the same province without being able to consolidate them between each other and then not being able to re-merge them properly. However, the modifier itself is still in the script so perhaps modders can find uses for it! But a warning ahead: it can cause some out of syncs, so use it with caution.


Now that the new idea sets are showcased, let’s take a look at some highlighted changes:

Religious Ideas:
  • Church Attendance Duty now grants +10% Manpower in True Faith Provinces




Economic Ideas:







Administrative Ideas:
  • Moved the Core Creation Cost to slot 3
  • Governing Capacity Bonus nerfed to 20% (used to be 25%)

Expansion & Exploration Ideas:
  • Changed the Idea Factories to - > -10% Trade Company Investment Cost & -10% Trade Company Governing Cost. It is now in the 5th slot of Exploration Ideas. Expansion now gets the Viceroys idea, which used to be in Exploration (We have also tweaked Global Tariffs, hopefully they will be a bit more worthwhile now!)
  • Additional Diplomats now grants +1 Diplomat and -5% Liberty Desire of Subjects in Other Continents
  • The goal of these changes is to turn Expansion into the “Americas” colonization idea whereas Exploration should now be more useful for general exploring and going into and beyond Africa!

Humanist Ideas:

Note; In the interest of time, we won’t showcase every change and instead focus on bigger and more impactful additions!


Espionage Ideas:


Note; spy_actions_cost_modifier is new and applies to all Espionage-related actions and notice can_claim_states is now a modifier as well! There is always a cost/benefit relationship between picking idea groups, hopefully Espionage will be more competitive now!

Aristocratic Ideas:



Note; the biggest change here is breaking down the strong cavalry idea and adding the cost to fabricate claims / reduction as well as unjustified demands

Defensive Ideas:


Note; Defensive Ideas have received a revamp in their policies as well! Now many of them focus on more worthwhile aspects of the game!

Quantity Ideas:

For this group, we have elected to increase the Manpower and Forcelimit a bit, to 33% each. It’s an experimental change and we would love to hear your thoughts on it!

Let’s briefly look into some policy changes:

Defensive Policies:




And one final look at the current version of the new Idea Group Policies (not much changed, for posterity’s sake)

Mercenary Policies:




Court Ideas:



Infrastructure Policies:



I should also note, that the AI is now far more proficient at not only picking but also combining Idea Groups based on a multitude of factors such as:
  • How militaristic their National Ideas are
  • What is their current mana generation of ruler, heir, etc. (as in, can they support the idea group AND not fall behind in the same type of tech?)
  • How threatened they are by neighbors and how they stack up against them
  • How defensible their terrain might be
  • What other idea groups they have picked (for better Policy combos)

While on the topic, let’s take a look at some of the events associated with the new idea groups!

Infrastructure Ideas:





Court Ideas:





Mercenary Ideas:


Note; Each Idea Group will come packing 10 new events, equally split between positive and negative!

Another impactful change in this line we decided to go forward with, is turning the "Slacken Recruitment Standards" into a 'toggle' button. Instead of magically making 20,000 dudes appear out of thin air, your conscription centers now lower their standards in order to fundamentally increase your Manpower Recovery Speed:




Since we are catching up on previously shown content, let’s take another look at the Artillery Units, here you have them with proper names, and their final pips:




Another interesting addition to the base game is the introduction of the Tier 5 Military Government reforms, which we talked about the past week. The vast majority of these (barring some tag-specific ones) will be free:



Note; Given the scope of the reforms, spanning nearly the entire globe, you won’t see them all by picking just 1 country. This is what Switzerland sees, as an example!



With 1.35 we introduce some new privileges for free, which add some estate-specific mechanics to estates that were lacking them:


Note; Of course there are the Indian equivalents of these privileges too.


Moving on, we have a good deal of new traits related to generals, admirals and even rulers, all of which will be part of the base game:

New General Personalities

  • Cuirassier Leader: +10% Cavalry Combat Ability
  • Cruel Tactician: +10% Morale Damage
  • Frontline Holder: -10% Morale Damage Received
  • Strict Drillmaster: +2.5% Discipline and -50% Drill Decay

New Admiral Personalities

  • Naval Strategist: +10% Disengagement Chance
  • Inspirational Captain: +5% Naval Morale and +10% Navy Morale Recovery Speed
  • Naval Cannoneer: +10% Number of Cannons Modifier
  • Wooden Waller: +10% Hull Size Modifier
  • Cunning Navigator: +1 Fleet Movement Speed

New Ruler Personality

  • Peasant Revolt Leader: +10% Morale Damage and -1 Global Unrest (available to Peasant Republics)
  • Patron of Arts: -5% Technology Cost and -5% Idea Cost

Now let’s move to the content that we are adding to previous DLCs!

For owners of Leviathan, we have added 7 new Great Projects (all shown at their Tier 3):


Aljaferia Palace, in Saragossa.

Note; Spelling of the province is correct, Aragon now starts with Catalan as its primary culture.

Divrigi Hospital & Mosque in Divrigi.




Edinburgh Castle in Lothian.





Grand Canals in the South Jiangsu area:





The Imperial City of Kyoto.




The Palace of the Popes in Avignon.





St. Basil’s Cathedral in Moscow




Taking your feedback into account, we decided to dedicate some of our artist time into reworking the visual for the Walls of Benin, to better reflect how they looked like in real life:


Note; I left the gfx of the old Benin Walls in the files with a different name, just in case we (or the modders) use it in a more appropriate place!


For owners of Golden Century, as pointed out in a previous Developer Diary, we added new Holy Orders:


Note; We see that 2 of the Holy Orders shown here have similar bonuses (Local Defensiveness) and we will get it fixed asap!


For owners of Rule Britannia we went on to add or re-balance the following new Naval Doctrines:

Venetian Arsenal (re-balanced):

  • Number of Cannons Modifier: +10%
  • Sailors Maintenance Modifier: -10%

Korean Panokseon:

  • Ship Durability: +5%
  • Morale Hit from Sunken Ship: -25%

Japanese Atakebune:

  • Heavy Ship Combat Ability: +5%
  • Naval Morale: +5%

Hanseatic Trade Fleet:

  • Global Ship Trade Power: +25%
  • Naval Tradition from Protecting Trade: +100%

Ottoman Great Navy:

  • Global Ship Cost: -10%
  • Naval Forcelimit Modifier: +20%

Maghrebi Corsairs:

  • Privateer Efficiency: +25%
  • May Perform Slave Raid
  • Available Province Loot: +50%

Letter of Marque:

  • Disengagement Chance: +10%
  • Movement Speed in Fleet: +1
  • Chance to Capture Ships: +20%

Novgorodian Ushkuiniks:

  • Allowed Marine Fraction: +15%
  • Sailor Maintenance Modifier: -10%

Dvoyane Admiralty:

  • Naval Tradition: +1
  • Naval Leader Shock: +1

Malayan Seafaring:

  • Disembark Speed: +50%
  • Naval Attrition: -25%
  • Naval Transport Attrition: -50%

Junk Fleet:

  • Light Ship Cost: -50%
  • Naval Forcelimit Modifier: +25%

Chinese Treasure Fleet:

  • Trade Range: +25%
  • Colonial Range: +25%
  • Treasure Fleet Income: +25%

Maratha Naval Bombards:

  • Naval Barrage Cost: -25%
  • Blockade Impact on Siege: +1
  • Blockade Efficiency: +25%

Polynesian Navigation Seas:

  • May Recruit Explorers
  • Colonial Range: +50%

Naval Tactica: (for Byzantium)

  • Disengagement Chance: +15%
  • Galley Combat Ability: +20%

Basque Marines:

  • May Recruit Explorers
  • Landing Penalty: -1



Furthermore, we have also reworked the UI for the Emperor of China that comes with Mandate of Heaven, as to accommodate the new Decrees and Reforms that were added (and which we showed a couple of months ago), and to improve the user experience associated with it:


Reminder; For Mandate of Heaven owners the Emperor of China now has over 10 New Reforms and Decrees. Reforms can largely now be completed in any order but many of them have certain requirements (have X idea group completed as an example)


Lastly, we tweaked the Reformed religion a fair bit, in order to add a lot more versatility, as we did previously with Protestantism! Now, Aspects are activated and deactivated as toggle buttons. Each toggled aspect will drain -8 Monthly Fervor. In most of our tests, players can attain a level of monthly fervor in which they can maintain at least 1 aspect at all times. Moreover, we added a new aspect: Diplomacy while stacking your Fervor higher gives its own different benefits!


Note; Numbers are not final, we’re openincorporatingrate feedback on them.


And now, to finish, a couple of additional cosmetic changes to the Base Game:


For those of you who love painting the map when it comes to forming Japan, I added the ability to adopt your Daimyo Color upon forming Japan, based on a selection of the top 15 most popular Daimyos. Here's how it would look for a handful of them:

Shimazu Japan




Oda Japan




Takeda Japan


So Japan




While these colors certainly look fresh, some may not like the color change and wish to play with the original Japanese color. For this purpose, I added a new decision available for 10 years that will revert your color to the original Japanese one:


Note; I added a similar decision for name-changes for peeps who want their original name!


To make a note on a previously discussed topic, we asked you guys for feedback on the various choices regarding the English and Angevin flags:

English Flag:




Angevin Flag:

Note; the flag looks a bit off-putting on the edges due to the zooming/stretching for the purposes of the Dev Diary!


And that’s all for this week! We hope that you like the changes and additions that we have made to the game, as we’ve put a lot of effort into adding more depth to it for 1.35, in parallel with the development of Domination. In that regard, the changelog will again be massive, with hundreds of issues fixed and tweaked.

Next week Ogele will talk about the new Usermodding features that we’re also introducing in the next update, so make sure you read it if you’re interested in the wonderful mods available for EUIV, as they will probably come with a bunch of novelty in the following months!

Oh and one final thing, every patches protocol: