Developer Diary - Yemen and Arabia
Greetings everyone! Today we will take a look into Yemen and the Arabic states, coming back to a more regular type of DD.
Let us start with the content for the Yemeni countries:
Note: Mission icons are still WIP.
As you might notice, the first mission tree is for the Rassids while the second one is for all Yemeni countries. The reason for this is that they are one of the two unique tags that follow the Zaidi school of Islam (the other one is Gilan on that note) and even are a Feudal Theocracy, so figured they deserve a bit more attention.
In general, though, the Yemeni tags are relatively similar with a similar focus which is the unification of southern Arabia, expansion into the Horn of Africa, and, of course, trade.
The Yemeni tags won’t have any big gimmicks to play with as you will probably either form the Mamluks / Egypt or Arabia later on. With that being said, they still have some interesting additions and small design experiments. An example is the addition of more age-lasting rewards like in the “Unite Yemen” mission:
Note: Completing missions with age-limited modifiers after the age has passed will just give some small monarch power instead.
These kinds of rewards should incentivize you to focus on certain missions and allow us to give impactful rewards without having to worry about them stacking too much indefinitely as this was the case with permanent rewards.
A bit of a theme for the Yemeni mission rewards is to strengthen the Propagate Religion Trade Policy as you can see in the following missions:

And as a trade-focused nation, you will gain the ‘Thalassocracy’ reward when you manage to make the Gulf of Aden the highest-valued trade node and make a monthly income of 300 ducats.

What is a Yemeni country without its focus on coffee?

The “Port of Mukha” requires you to have a workshop, shipyard, and 20 development in the coffee province. The resulting plantation will then pretty much carry your economy while you can focus on “Qahwah Monopoly”.
Now a short insight in the Rassids-specific missions:

And when you are done with the Yemen mission tree then you can form into Arabia to continue your campaign. With “Unite Arabia” you will be able to form Arabia a lot earlier too:

With that being said, let’s take a look at the Arabic content. Before I go into the Arabic mission trees, I should mention that Arabia has received new ideas so they are no longer a drawback to form:
Also forming Arabia will now fire the following flavor event, allowing you to change your capital to one of the important provinces from the Caliphate states:

Now to the mission tree for the Arabic countries and Arabia as a whole:

These missions are available to all Bedouin and Hejazi countries. The mission tree is split into 5 parts, 2 of them are inspired by Hejaz while the other 2 smaller parts are inspired by Najd. The last and biggest part is telling the narrative of the formation of a new Arabic Caliphate, and as such possesses a large number of conquest missions.
Starting with the Hejaz-flavored mission parts which branch from the missions “Promote Shura” and “Protectors of the Two Cities”. Here are some highlights of these missions:
Note: Jeddah is a Coastal Desert province. So in total, the province will have a -5% Local Development Cost from mission rewards after completing these missions.
As for the Najd-flavored part, here are the following highlights:
Note: Countries which do not have the government mechanic gain +15% Permanent Reinforce Speed instead.


Before moving on to the last part of the mission tree, I should mention a special decision available to Bedouin and Hejazi countries. Near the city of Medina used to be an old gold mine which was virtually exhausted in EU4’s timeframe. However, as your early economy in Arabia is barely sufficient enough to cover your state maintenance, we have added a decision that allows the Medina province to help boost your economy for the early years:

And once gold runs out of its usefulness to you, you can restore Cloth production once more.

At last, we now take a look at the core of the mission tree which is heavily dedicated to expansion to mirror the past achievements of the Islamic conquests. As these missions are quite self-explanatory, I will focus on the big highlights of this part:
Note: The mission is significantly easier to complete than the Unify Islam decision.

That was it for this week. Next week @Pavia will present you a feature breakdown of 1.36 as well as new and exciting QoL and modding additions. Until then, I wish you all a great week!
What do you think of these new missions for Yemen and Arabia? Let us know in the comments below or discuss with us on our Discord here: https://discord.gg/europauniversalisofficial
Let us start with the content for the Yemeni countries:
Note: Mission icons are still WIP.As you might notice, the first mission tree is for the Rassids while the second one is for all Yemeni countries. The reason for this is that they are one of the two unique tags that follow the Zaidi school of Islam (the other one is Gilan on that note) and even are a Feudal Theocracy, so figured they deserve a bit more attention.
In general, though, the Yemeni tags are relatively similar with a similar focus which is the unification of southern Arabia, expansion into the Horn of Africa, and, of course, trade.
The Yemeni tags won’t have any big gimmicks to play with as you will probably either form the Mamluks / Egypt or Arabia later on. With that being said, they still have some interesting additions and small design experiments. An example is the addition of more age-lasting rewards like in the “Unite Yemen” mission:
Note: Completing missions with age-limited modifiers after the age has passed will just give some small monarch power instead.These kinds of rewards should incentivize you to focus on certain missions and allow us to give impactful rewards without having to worry about them stacking too much indefinitely as this was the case with permanent rewards.
A bit of a theme for the Yemeni mission rewards is to strengthen the Propagate Religion Trade Policy as you can see in the following missions:

And as a trade-focused nation, you will gain the ‘Thalassocracy’ reward when you manage to make the Gulf of Aden the highest-valued trade node and make a monthly income of 300 ducats.

What is a Yemeni country without its focus on coffee?

The “Port of Mukha” requires you to have a workshop, shipyard, and 20 development in the coffee province. The resulting plantation will then pretty much carry your economy while you can focus on “Qahwah Monopoly”.
Now a short insight in the Rassids-specific missions:

And when you are done with the Yemen mission tree then you can form into Arabia to continue your campaign. With “Unite Arabia” you will be able to form Arabia a lot earlier too:

With that being said, let’s take a look at the Arabic content. Before I go into the Arabic mission trees, I should mention that Arabia has received new ideas so they are no longer a drawback to form:
ARB_ideas = {
start = {
tolerance_own = 2
years_of_nationalism = -10
}
bonus = {
siege_ability = 0.15
}
trigger = {
tag = ARB
}
free = yes
ARB_arabian_pincers = {
cav_to_inf_ratio = 0.25
cavalry_power = 0.25
}
ARB_pact_of_umar = {
dhimmi_loyalty_modifier = 0.1
global_tax_modifier = 0.2
}
ARB_engage_in_indian_ocean_trade = {
trade_steering = 0.2
}
ARB_conversion = {
global_missionary_strength = 0.03
}
ARB_jihad = {
warscore_cost_vs_other_religion = -0.1
}
ARB_new_caliphate_rising = {
missionaries = 1
missionary_maintenance_cost = -0.25
}
ARB_mubarizun = {
army_tradition_decay = -0.01
}
}Also forming Arabia will now fire the following flavor event, allowing you to change your capital to one of the important provinces from the Caliphate states:

Now to the mission tree for the Arabic countries and Arabia as a whole:

These missions are available to all Bedouin and Hejazi countries. The mission tree is split into 5 parts, 2 of them are inspired by Hejaz while the other 2 smaller parts are inspired by Najd. The last and biggest part is telling the narrative of the formation of a new Arabic Caliphate, and as such possesses a large number of conquest missions.
Starting with the Hejaz-flavored mission parts which branch from the missions “Promote Shura” and “Protectors of the Two Cities”. Here are some highlights of these missions:
Note: Jeddah is a Coastal Desert province. So in total, the province will have a -5% Local Development Cost from mission rewards after completing these missions.As for the Najd-flavored part, here are the following highlights:
Note: Countries which do not have the government mechanic gain +15% Permanent Reinforce Speed instead.


Before moving on to the last part of the mission tree, I should mention a special decision available to Bedouin and Hejazi countries. Near the city of Medina used to be an old gold mine which was virtually exhausted in EU4’s timeframe. However, as your early economy in Arabia is barely sufficient enough to cover your state maintenance, we have added a decision that allows the Medina province to help boost your economy for the early years:

And once gold runs out of its usefulness to you, you can restore Cloth production once more.

At last, we now take a look at the core of the mission tree which is heavily dedicated to expansion to mirror the past achievements of the Islamic conquests. As these missions are quite self-explanatory, I will focus on the big highlights of this part:
Note: The mission is significantly easier to complete than the Unify Islam decision.
That was it for this week. Next week @Pavia will present you a feature breakdown of 1.36 as well as new and exciting QoL and modding additions. Until then, I wish you all a great week!
What do you think of these new missions for Yemen and Arabia? Let us know in the comments below or discuss with us on our Discord here: https://discord.gg/europauniversalisofficial

QQ and AQ will largely share most missions, each tree granting certain diversity in key points.

The first option of the event will grant some prosperity over time in the entire state as well as some reduction to local autonomy among other minor rewards.



















WIP Art.















The tooltip is a WIP and it mentions the bonuses of the reform itself, which include the recruitment and improvement of Cawa units from fellow Coptic lands, the reduction of war exhaustion, regiment cost, and more!



Note: That privilege increases the starting opinion of the Papal State of you by 125. More to it later.
Note: The Morale Reduction is only present if you have King of Kings active as the mission tree will give you Land Morale modifiers over the course of the campaign to counteract this privilege.




Note: that event is firing for the Ottomans. The follow-up event is triggered for the Byzantines.
Also an event for the Ottomans in relation to the Byzantine content:

There is nothing more Roman than falling in the back of your countrymen in time of need for a chance to seize absolute power for yourself.





In total, there are 475 provinces highlighted, and you will actually have to conquer MORE provinces than before. But at least you no longer have to subject yourself to the conquest of Mesopotamia anymore.

Gemistos Plethon is the only, small nod to Hellenism you can expect from 1.36. For more information, I highly suggest checking out




Note: this decision is usable every 25 years.








Note; your choice in this event will impact the reward for “The Northern Territories” mission! The first option will release a rebellious Syrian subject whilst the second will severely increase autonomy and unrest in Syrian provinces
Note: Keep in mind that ALL art is WIP in this Developer Diary!



Note; The other option here will grant you some permanent power projection (+15) and give you the option to move your capital to Europe (wink wink, Trade Company enthusiasts).



Note; Numbers are far from final, your feedback is appreciated!
Note; Should you complete this mission outside of the Age of Reformation, you will receive a different reward!
Note; Opting to integrate Ethiopian administration via the first option, will enable several flavor events over the course of the game (Zara Yakob as an advisor in your court, etc.) among other rewards!
Note: The modifiers are not final, feel free to leave feedback! The idea is for these units to become the backbone of your army. Not as powerful and few in numbers as the Hussars and not as stacked as the Janissaries.

Note; I had this idea while writing the DD that instead of yearly innovativeness, this reform would grant yearly army and/or naval tradition from certain advisors. I have a feeling it would fit better than yearly innovativeness. Let me know what you think!
Note; The Mamluks will have 5 new government reforms ranging from military to economic themes.
Note; A capital and a reward fitting of a prestigious nation.
Note; the Burghers are set to play a very important role within your nation’s administration. Numbers are not final!

Note; The other option grants +1 Production Development as well as stronger Estuaries and ports across the Delta’s Mediterranean coast.
Note; Yes, cloves. The requirements for this mission potentially involve a new estate privilege ‘Fund the Karimi Merchants which grants Trade Efficiency and Merchant Trade Power at the expense of National Tax and Crown land:

Note; As with the Grand Hajj, you can only have 4 such relationships with other countries at the same time, and only once per ruler’s lifetime. Hajj would grant piety and better school relations, allowing you to more easily host their scholars without depending on high-influence estate privileges and Exporting Grain would grant your allies Development Cost, Unrest and in return you would gain Mercantilism. Both actions would also improve relations.


Note to ourselves; We should rename Holy Orders to Local Organizations.
Note; The first option will allow all our administrative advisors to generate -1% idea cost reduction per level and construct a University in our capital. The second option will generate 0.25% crown land per mosque built (subtracted when they are demolished).

Note; Art is WIP
Note; Westernizing each level will change the red X to a green ✓ to keep track of your current level!
