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Europa Universalis IV - Development Diary 26th of March 2024 - Hisn Kayfa, Hormuz, Oman, Theodoro & Trebizond

Hey everyone, welcome to another Developer Diary! Before we get to the content, we would like to let you know that we have gathered a lot of feedback regarding last week’s Diary from various sources, and are extremely happy that the new Central European content generated feedback and positivity! Despite that, there have been some concerns and requests, so before we move on, let’s take a look at what has changed since then, thanks to this feedback:
  • Hungary is now a (re)formable nation for tags with Hungarian or Transylvanian primary cultures.
  • Hungarian conquest missions no longer require Hungary to be an independent nation, which should make them a much more attractive subject.
  • The 'Serbian Despotate' Tier 1 government reform now grants access to the Order of the Dragon.
  • We have added the 'Bohemian Commonwealth' optional cosmetic country rename as a reward of the namesake mission.
  • The decision to form Romania was updated to account for the map changes introduced in Emperor. It now correctly requires the province of Tolcu instead of Silistria.
  • The Aztec ‘Blood’ mechanic is now named ‘Tonalli’.
  • The 'Tēlpochcalli' Academy Local Organization now gives a +5 Governing Cost Increase instead of -1 Building Slots in the entire area.
  • The Personal Union Casus Belli on Poland for Austria requires them to have less than 400 development instead of less than 300, making it less harsh on the player.
  • The 'Universal Empire' incident can now be acquired by a Spanish Emperor as well, and it should have harsher penalties.
  • To address the concerns regarding the weakness of the Hussite HRE path and the princes converting to Protestantism, we have tweaked the event which will now make them less likely to convert if the player manages to convert a sizeable portion of the HRE to Hussite.
That said, let’s move into today’s new content, which is centered on very different Middle Eastern nations.



Hisn Kayfa​

One of the most requested countries, this last bastion of the Ayyubids is slated to receive a plethora of flavorful content. From missions to events, government reforms, and more, let’s take a deep dive at what’s in store!

Although the Ayyubids were of Kurdish origin, they were under ample Arabic influence, and most of their country was Arabic. In order to represent it, they have been given a new T1 'Ayyubid Dynasty' government reform, which negates the unaccepted culture modifier in all owned Levantine provinces. In other words, all Levantine cultures which are not accepted will be treated as accepted.

HSN 1 - T1 Reform.png


HSN 2 - Lore Startup Screen.png

Note: As usual, all Art in the Developer Diary is placeholder.

Rounding off our setup changes is the new lore startup screen which explains the history of the dynasty from the Rise of Saladin until 1444 as well as the standard of Saladin, replacing the old flag. Lastly, Hisn Kayfa will gain access to the “Ayyubids“ cosmetic name which has been highly requested. It is unlocked through their new mission tree, and unlocking it will also empower your national ideas, akin to Great Armenia from King of Kings.

HSN 3 - Mission Tree.png

The mission tree was designed with flexibility in mind, allowing players to choose their path without being constrained to any specific outcome such as the formation of any tag. While there's ample content for those wishing to remain as the Ayyubids, players are also free to pursue other formables such as Egypt, Arabia, Timurids, Persia, or Mughals. The core focus of the mission tree revolves around restoring the Ayyubid Sultanate and vying for control of the Caliphate, offering claims stretching from Khorasan to Andalusia.

In regions historically not under Ayyubid control, the mission tree provides branching paths. Players can opt to conquer Persia and Anatolia for additional claims and temporary rewards, or alternatively, cultivate alliances in those regions and have allies complete missions on their behalf, unlocking enduring benefits. Approximately half of the missions are geared towards strategic development, including securing alliances, bolstering military strength, revitalizing Baghdad, controlling the Persian Gulf and the Red Sea, and even constructing the Suez Canal

HSN 8 - Rest of the MT.png
HSN 9 - Flavor Events.png

image.png

The Ayyubids after recovering their hegemony over the Middle East!


Hormuz & Oman​

Hormuz & Oman, despite their geographical proximity in the Arabian Peninsula, showcase distinct playstyles shaped by their religious beliefs and cultural traditions. Hormuzi merchants wield influence across India, Persia, and Arabia, leveraging their trade prowess, while Oman is renowned for its shipbuilding expertise and stands as one of the two starting Ibadi nations in the game. In a manner reminiscent of the dynamics between Qara Qoyunlu and Aq Qoyunlu from King of Kings, both nations share a common end goal in their mission trees, yet their approaches feature subtle distinctions tailored to their unique attributes and strengths. Let’s take a closer look!

MissionTreeORMOMA.png

Given their aforementioned close proximity, Hormuz and Oman inevitably find themselves in a struggle for dominance as they seek to expand into Arabia and unite the peninsula. Despite their mercantile focus on expanding power in India and Southeast Asia, both nations recognize the importance of controlling their immediate surrounding provinces. Consequently, the rewards for uniting Arabia, while significant, tend to be more generalized to accommodate the broader ambitions of these trade-oriented nations.

arabia.png

The trade aspect of their mission trees introduces a new Government Mechanic known as 'Arabian Mercantilism' for both nations. This mechanic empowers them to enhance their merchants and overseas outposts, enabling them to efficiently direct the lucrative trade of Asia into Arabia without extensive overseas conquest:

ArabianMercantilism.png

The lower section of the tree delves deeper into this unique mechanic, offering missions that can be completed without the need for extensive territorial conquest, aside from in India. Rather, players must focus on accumulating trade power in specific trade nodes. The rewards are particularly enticing; players can trigger the Spice Trade event independently of European involvement in the Indies, and even enact Thalassocracy much earlier and without the necessity of investing in idea groups.

Trade1.png

As we showcased at the beginning of this section, the Omani and Hormuzi content hosts key differences when it comes to their mission trees. As such, divergent paths emerge for tackling their respective challenges. For instance, Hormuz will bolster provincial trade power in their fortified provinces, whereas Oman will incorporate a more pronounced religious aspect into certain missions. However, both nations will share access to a distinctive reward: the ability to establish the 'Arabian Traders' privilege, granting players the freedom to select bonuses tailored to their strategic preferences:

Trade2.png

On the right side of the tree, a distinct branch unfolds for each nation. Hormuz, leveraging its ties within the Timurid Empire, will find a dedicated path focused on Persia, recognizing its significance as a pivotal trade node in the region:

Persia.png

For Oman, the branch will center around their renowned establishment of the Sultanate of Oman-Zanzibar. Players will embark on missions aimed at asserting dominance over the trade in the region, while also laying the foundation for their own formidable marine corps:

zanzibar2.png

zanzibar1.png



Trebizond​

Historically, the rulers of Trebizond established a tradition of marrying into Muslim families, such as the Turkomen Aq & Qara Qoyunlus. This was a pragmatic solution to gain alliances to protect the declining Komnenid realm. Trebizond has received a new 'Empire of Trebizond' Tier 1 government reform as a part of the free update, which includes a new modifier that increases the heathen countries‘ opinion of Trebizond, and the owners of the DLC will also receive access to the new 'Heathen Royal Marriage' which will allow Trebizond to create royal marriages with heathens despite being Christian.

TRE 1 - T1 Reform.png

TRE 2 - Heathen Royal Marriage.png

While extensive cultural or provincial overhauls are not feasible, we have introduced the Cappadocian culture. This culture can be established in Anatolia through the new mission tree of Trebizond, as well as via the King of Kings mission tree of Byzantium. Furthermore, in order to increase the representation of the Greek population in Anatolia, we have turned the province of Samsun into a Greek Orthodox province with a Trapezuntine core, since the province was only conquered by the Ottomans some 20 years before the start date. Lastly, Greek dynamic province names now also apply to Pontic and Cappadocian cultures.

TRE 4 - Cappadocian Culture.png
TRE 3 - Canik Pontic & Core.png

The mission tree's central objective is the restoration of Byzantium. Progressing along this path empowers the 'Komnenian Restoration' modifier, which evolves with each completed mission. The culmination of this effort is the conquest of Constantinople, which permanently enhances the modifier, offering benefits to core creation cost, army tradition, and prestige decay. Additionally, forming Byzantium through the new Trapezuntine mission tree grants significant amounts of monarch power.

TRE 5 - Mission Tree.png

TRE 6 - Evolving Modifier.png

The Caucasian branch of the mission tree focuses on asserting control over the region of the Caucasus, offering players the option to achieve this goal through military conquest or diplomatic means, where allies control the territory. Each method of completion yields different rewards. Additionally, players are tasked with securing their Caucasian borders by pacifying the hordes to the north. This branch also introduces the ability to integrate the Georgian culture into the Byzantine culture group:

TRE 7 - Caucasian Branch.png

Some more highlights around the mission tree revolve around:
  • Hellenization of Anatolia. Trebizond will be able to convert the Anatolian region to Hellenic cultures – Greek, Pontic, and Cappadocian through events.
  • Referencing the historically close ties between the Komnenian dynasty and the Crusader states of the Levant, a small mission branch has been added. This branch involves liberating Cilicia, resulting in the local culture shifting to Armenian and excluding Armenian provinces from Hellenization events. The culmination of this branch is the liberation of the Holy Land, unlocking a Tier 2 ¡Crusader Nobility' reform with beneficial modifiers and allowing players to release Jerusalem as a vassal regardless of age and religion.
  • Another branch of the mission tree focuses on Genoa and the recovery of Perateia, the Trapezuntine Black Sea colonies. Initially burdened with an estate privilege symbolizing Latin dominance over the Black Sea trade routes, Trebizond must either forge an alliance with Genoa or expel them from the region to rid itself of this constraint. Similarly, the mission tree presents various options for dealing with Theodoro, offering the chance to vassalize them through an event or to seize the province by force, unlocking a permanent local modifier.
TRE 8 - Crusader Branch.png

TRE 10 - Starting Privilege.png

TRE 11 - Black Sea Branch.png

TRE 12 - Tall Missions.png



Theodoro​

The Principality of Theodoro is one of the hardest starts in this DLC, having to combat the Hordes, the Ottomans as well as the Italians, they will have to use clever diplomacy and some newfound tools if they are to survive.

tree.png

The mission tree centers on the expansion into neighboring lands. Players will have opportunities to subjugate the Tatars in the North and engage in conflicts with the Byzantines and Ottomans in the South, providing them with the option to proclaim themselves as the true emperors of the East. Additionally, they can utilize their connections in Russia to pursue diplomatic relations with the Muscovites, culminating in the 'Gothic Invasion'.

Starting missions will primarily focus on conflicts with Genoa. Historically, the Gavras dynasty of Theodoro experienced a gradual decline in influence, leading to their eventual annexation by the Ottomans. This will be represented through the introduction of a new privilege, the Italian Coastal Influence, which imposes penalties on sailors and trade power until resolved. Moreover, Genoa will gain 20 trade power in the Black Sea as long as this privilege remains active. These initial missions offer two paths for completion: either through conquest by expelling the Italians from Crimea or through diplomacy by fostering friendly relations with them.

image1.png

Regarding their relations with the hordes, Theodoro takes a unique approach. Rather than focusing on the Gothic culture, which is only present in one province, they can opt to integrate with the Tatars. This strategy enables them to gain bonuses for their Cossacks and strengthen their steppe provinces economically.

image2.png

Furthermore, as descendants of one of the Byzantine families that once served under the Komnenos, players will have the opportunity to press their claim and set sail south to conquer Constantinople. In doing so, they will earn various rewards aimed at demonstrating to the people of the Balkans and the Aegean the superiority of Gothic ways.

image3.png

The image above highlights a distinctive tier 1 government reform, alongside a unique diplomatic action. However, in actuality, Theodoro has access to two tier 1 government reforms, the other being the 'Merchant Aristocracy'. Reflecting the quasi-republican nature of this merchant nation, this reform has been introduced, granting Theodoro the ability to establish trade posts and enhance their economic foundation from the outset.

image4.png

The 'Recruit Foreign General' diplomatic action addresses Theodoro's historical reliance on hiring foreigners to lead their armies due to their minuscule population. While the use of mercenaries is represented through buffs in their ideas, the diplomatic action fills the gap for hiring foreign officers. With this action, players can pay an ally one year of their income, and in exchange, the ally will appoint a general for Theodoro's army. The general's stats will be influenced by the ally's army tradition and their opinion of Theodoro.

image5.png

Given the Gavras family's ties to Russia, a small branching mission path is available, providing players with options for their Russian diplomacy. They can opt for a peaceful approach, forming alliances that culminate in the ability to recruit Streltsy. Alternatively, they can pursue a more aggressive strategy by pressing their claim to the Russian throne, leading to substantial expansion of their realm.

image6.png

Finally, upon completing all tasks, players gain access to the 'Gothic Invasion' mission. After humiliating the Holy Roman Emperor and solidifying their position as an empire, they unlock a unique casus belli. The 'Gothic Invasion' casus belli functions similarly to the Imperialism one, with the distinction that it is limited to European provinces only.

GothicInvasion.png

Thank you for tuning into another Developer Diary, as always your feedback and comments are incredibly vital and appreciated as we fine-tune the content! Next week @Pintu will discuss and showcase new content around the Hordes of Asia!

And of course, today's diary wouldn't be complete without a Father Lorris comic:

image (18).png
 

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nub.jpg


I quote myself here :
Please @PDXBigBoss , don't dodge Nubia again... We were said not to fear about Sudan lacking content during "Origins" Dev Diaries because it would be updated with the Middle-East DLC.

The minimal things might be to :
- give them a special Tier 1 Government Reform so that they keep their matrilineal system when they reform into a proper kingdom.
- make it possible to adopt a different name according to the official religion of the country that forms it (including fetishism).
- place an obvious sharp monument for Shendy (2797)
47143-les-trucs-pointus-l-jules-csar-alain-chabat-mission-clopatre-vido-astrix-et-oblix-cinma-france-multi-mdia.gif
 
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Could you fix the achievement of uniting Japan? I did a whole campaign just for the achievement just to not be getting it after all.
 
I wonder when this fetishism regarding Byzantium and its distant partners will end. I'm sure that even the Circassians and Dagistanis have had a greater impact on history than the Crimean Goths and the One province Trebizond Empire.

The date is 1444, gentlemen. What if this had not happened in history? Let me tell you, unbalanced nations and nations that are constantly weakened or exaggeratedly strengthened. I can create hundreds of fantastic civilizations for you. This way you can have fun at night. Sometimes taste is important, but when you overdo it, it spoils the taste. I got this feeling when I saw these.
 
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Reactions:
Hey everyone, welcome to another Developer Diary! Before we get to the content, we would like to let you know that we have gathered a lot of feedback regarding last week’s Diary from various sources, and are extremely happy that the new Central European content generated feedback and positivity! Despite that, there have been some concerns and requests, so before we move on, let’s take a look at what has changed since then, thanks to this feedback:
  • Hungary is now a (re)formable nation for tags with Hungarian or Transylvanian primary cultures.
  • Hungarian conquest missions no longer require Hungary to be an independent nation, which should make them a much more attractive subject.
  • The 'Serbian Despotate' Tier 1 government reform now grants access to the Order of the Dragon.
  • We have added the 'Bohemian Commonwealth' optional cosmetic country rename as a reward of the namesake mission.
  • The decision to form Romania was updated to account for the map changes introduced in Emperor. It now correctly requires the province of Tolcu instead of Silistria.
  • The Aztec ‘Blood’ mechanic is now named ‘Tonalli’.
  • The 'Tēlpochcalli' Academy Local Organization now gives a +5 Governing Cost Increase instead of -1 Building Slots in the entire area.
  • The Personal Union Casus Belli on Poland for Austria requires them to have less than 400 development instead of less than 300, making it less harsh on the player.
  • The 'Universal Empire' incident can now be acquired by a Spanish Emperor as well, and it should have harsher penalties.
  • To address the concerns regarding the weakness of the Hussite HRE path and the princes converting to Protestantism, we have tweaked the event which will now make them less likely to convert if the player manages to convert a sizeable portion of the HRE to Hussite.
That said, let’s move into today’s new content, which is centered on very different Middle Eastern nations.



Hisn Kayfa​

One of the most requested countries, this last bastion of the Ayyubids is slated to receive a plethora of flavorful content. From missions to events, government reforms, and more, let’s take a deep dive at what’s in store!

Although the Ayyubids were of Kurdish origin, they were under ample Arabic influence, and most of their country was Arabic. In order to represent it, they have been given a new T1 'Ayyubid Dynasty' government reform, which negates the unaccepted culture modifier in all owned Levantine provinces. In other words, all Levantine cultures which are not accepted will be treated as accepted.

View attachment 1102258

View attachment 1102259
Note: As usual, all Art in the Developer Diary is placeholder.

Rounding off our setup changes is the new lore startup screen which explains the history of the dynasty from the Rise of Saladin until 1444 as well as the standard of Saladin, replacing the old flag. Lastly, Hisn Kayfa will gain access to the “Ayyubids“ cosmetic name which has been highly requested. It is unlocked through their new mission tree, and unlocking it will also empower your national ideas, akin to Great Armenia from King of Kings.


The mission tree was designed with flexibility in mind, allowing players to choose their path without being constrained to any specific outcome such as the formation of any tag. While there's ample content for those wishing to remain as the Ayyubids, players are also free to pursue other formables such as Egypt, Arabia, Timurids, Persia, or Mughals. The core focus of the mission tree revolves around restoring the Ayyubid Sultanate and vying for control of the Caliphate, offering claims stretching from Khorasan to Andalusia.

In regions historically not under Ayyubid control, the mission tree provides branching paths. Players can opt to conquer Persia and Anatolia for additional claims and temporary rewards, or alternatively, cultivate alliances in those regions and have allies complete missions on their behalf, unlocking enduring benefits. Approximately half of the missions are geared towards strategic development, including securing alliances, bolstering military strength, revitalizing Baghdad, controlling the Persian Gulf and the Red Sea, and even constructing the Suez Canal

View attachment 1102263
View attachment 1102307
The Ayyubids after recovering their hegemony over the Middle East!


Hormuz & Oman​

Hormuz & Oman, despite their geographical proximity in the Arabian Peninsula, showcase distinct playstyles shaped by their religious beliefs and cultural traditions. Hormuzi merchants wield influence across India, Persia, and Arabia, leveraging their trade prowess, while Oman is renowned for its shipbuilding expertise and stands as one of the two starting Ibadi nations in the game. In a manner reminiscent of the dynamics between Qara Qoyunlu and Aq Qoyunlu from King of Kings, both nations share a common end goal in their mission trees, yet their approaches feature subtle distinctions tailored to their unique attributes and strengths. Let’s take a closer look!


Given their aforementioned close proximity, Hormuz and Oman inevitably find themselves in a struggle for dominance as they seek to expand into Arabia and unite the peninsula. Despite their mercantile focus on expanding power in India and Southeast Asia, both nations recognize the importance of controlling their immediate surrounding provinces. Consequently, the rewards for uniting Arabia, while significant, tend to be more generalized to accommodate the broader ambitions of these trade-oriented nations.

The trade aspect of their mission trees introduces a new Government Mechanic known as 'Arabian Mercantilism' for both nations. This mechanic empowers them to enhance their merchants and overseas outposts, enabling them to efficiently direct the lucrative trade of Asia into Arabia without extensive overseas conquest:


The lower section of the tree delves deeper into this unique mechanic, offering missions that can be completed without the need for extensive territorial conquest, aside from in India. Rather, players must focus on accumulating trade power in specific trade nodes. The rewards are particularly enticing; players can trigger the Spice Trade event independently of European involvement in the Indies, and even enact Thalassocracy much earlier and without the necessity of investing in idea groups.

As we showcased at the beginning of this section, the Omani and Hormuzi content hosts key differences when it comes to their mission trees. As such, divergent paths emerge for tackling their respective challenges. For instance, Hormuz will bolster provincial trade power in their fortified provinces, whereas Oman will incorporate a more pronounced religious aspect into certain missions. However, both nations will share access to a distinctive reward: the ability to establish the 'Arabian Traders' privilege, granting players the freedom to select bonuses tailored to their strategic preferences:


On the right side of the tree, a distinct branch unfolds for each nation. Hormuz, leveraging its ties within the Timurid Empire, will find a dedicated path focused on Persia, recognizing its significance as a pivotal trade node in the region:


For Oman, the branch will center around their renowned establishment of the Sultanate of Oman-Zanzibar. Players will embark on missions aimed at asserting dominance over the trade in the region, while also laying the foundation for their own formidable marine corps:



Trebizond​

Historically, the rulers of Trebizond established a tradition of marrying into Muslim families, such as the Turkomen Aq & Qara Qoyunlus. This was a pragmatic solution to gain alliances to protect the declining Komnenid realm. Trebizond has received a new 'Empire of Trebizond' Tier 1 government reform as a part of the free update, which includes a new modifier that increases the heathen countries‘ opinion of Trebizond, and the owners of the DLC will also receive access to the new 'Heathen Royal Marriage' which will allow Trebizond to create royal marriages with heathens despite being Christian.


While extensive cultural or provincial overhauls are not feasible, we have introduced the Cappadocian culture. This culture can be established in Anatolia through the new mission tree of Trebizond, as well as via the King of Kings mission tree of Byzantium. Furthermore, in order to increase the representation of the Greek population in Anatolia, we have turned the province of Samsun into a Greek Orthodox province with a Trapezuntine core, since the province was only conquered by the Ottomans some 20 years before the start date. Lastly, Greek dynamic province names now also apply to Pontic and Cappadocian cultures.


The mission tree's central objective is the restoration of Byzantium. Progressing along this path empowers the 'Komnenian Restoration' modifier, which evolves with each completed mission. The culmination of this effort is the conquest of Constantinople, which permanently enhances the modifier, offering benefits to core creation cost, army tradition, and prestige decay. Additionally, forming Byzantium through the new Trapezuntine mission tree grants significant amounts of monarch power.

The Caucasian branch of the mission tree focuses on asserting control over the region of the Caucasus, offering players the option to achieve this goal through military conquest or diplomatic means, where allies control the territory. Each method of completion yields different rewards. Additionally, players are tasked with securing their Caucasian borders by pacifying the hordes to the north. This branch also introduces the ability to integrate the Georgian culture into the Byzantine culture group:


Some more highlights around the mission tree revolve around:
  • Hellenization of Anatolia. Trebizond will be able to convert the Anatolian region to Hellenic cultures – Greek, Pontic, and Cappadocian through events.
  • Referencing the historically close ties between the Komnenian dynasty and the Crusader states of the Levant, a small mission branch has been added. This branch involves liberating Cilicia, resulting in the local culture shifting to Armenian and excluding Armenian provinces from Hellenization events. The culmination of this branch is the liberation of the Holy Land, unlocking a Tier 2 ¡Crusader Nobility' reform with beneficial modifiers and allowing players to release Jerusalem as a vassal regardless of age and religion.
  • Another branch of the mission tree focuses on Genoa and the recovery of Perateia, the Trapezuntine Black Sea colonies. Initially burdened with an estate privilege symbolizing Latin dominance over the Black Sea trade routes, Trebizond must either forge an alliance with Genoa or expel them from the region to rid itself of this constraint. Similarly, the mission tree presents various options for dealing with Theodoro, offering the chance to vassalize them through an event or to seize the province by force, unlocking a permanent local modifier.



Theodoro​

The Principality of Theodoro is one of the hardest starts in this DLC, having to combat the Hordes, the Ottomans as well as the Italians, they will have to use clever diplomacy and some newfound tools if they are to survive.


The mission tree centers on the expansion into neighboring lands. Players will have opportunities to subjugate the Tatars in the North and engage in conflicts with the Byzantines and Ottomans in the South, providing them with the option to proclaim themselves as the true emperors of the East. Additionally, they can utilize their connections in Russia to pursue diplomatic relations with the Muscovites, culminating in the 'Gothic Invasion'.

Starting missions will primarily focus on conflicts with Genoa. Historically, the Gavras dynasty of Theodoro experienced a gradual decline in influence, leading to their eventual annexation by the Ottomans. This will be represented through the introduction of a new privilege, the Italian Coastal Influence, which imposes penalties on sailors and trade power until resolved. Moreover, Genoa will gain 20 trade power in the Black Sea as long as this privilege remains active. These initial missions offer two paths for completion: either through conquest by expelling the Italians from Crimea or through diplomacy by fostering friendly relations with them.


Regarding their relations with the hordes, Theodoro takes a unique approach. Rather than focusing on the Gothic culture, which is only present in one province, they can opt to integrate with the Tatars. This strategy enables them to gain bonuses for their Cossacks and strengthen their steppe provinces economically.


Furthermore, as descendants of one of the Byzantine families that once served under the Komnenos, players will have the opportunity to press their claim and set sail south to conquer Constantinople. In doing so, they will earn various rewards aimed at demonstrating to the people of the Balkans and the Aegean the superiority of Gothic ways.


The image above highlights a distinctive tier 1 government reform, alongside a unique diplomatic action. However, in actuality, Theodoro has access to two tier 1 government reforms, the other being the 'Merchant Aristocracy'. Reflecting the quasi-republican nature of this merchant nation, this reform has been introduced, granting Theodoro the ability to establish trade posts and enhance their economic foundation from the outset.

The 'Recruit Foreign General' diplomatic action addresses Theodoro's historical reliance on hiring foreigners to lead their armies due to their minuscule population. While the use of mercenaries is represented through buffs in their ideas, the diplomatic action fills the gap for hiring foreign officers. With this action, players can pay an ally one year of their income, and in exchange, the ally will appoint a general for Theodoro's army. The general's stats will be influenced by the ally's army tradition and their opinion of Theodoro.


Given the Gavras family's ties to Russia, a small branching mission path is available, providing players with options for their Russian diplomacy. They can opt for a peaceful approach, forming alliances that culminate in the ability to recruit Streltsy. Alternatively, they can pursue a more aggressive strategy by pressing their claim to the Russian throne, leading to substantial expansion of their realm.

Finally, upon completing all tasks, players gain access to the 'Gothic Invasion' mission. After humiliating the Holy Roman Emperor and solidifying their position as an empire, they unlock a unique casus belli. The 'Gothic Invasion' casus belli functions similarly to the Imperialism one, with the distinction that it is limited to European provinces only.


Thank you for tuning into another Developer Diary, as always your feedback and comments are incredibly vital and appreciated as we fine-tune the content! Next week @Pintu will discuss and showcase new content around the Hordes of Asia!

And of course, today's diary wouldn't be complete without a Father Lorris comic:
Super cool! Will the monument in Jerusalem give its bonuses to the overlord, too, if we choose to release the vassal?
 
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Furthermore, does Theodoro have a new formable? It looks like they can join the Germanic culture group, which is very cool, but shouldn't there be another incentive to actually do that?
The modifiers on certain German cities feel like a pretty solid incentive to me. I like the idea of the Gothic Empire T1 reform, though.
 
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Reactions:
Hey everyone, welcome to another Developer Diary! Before we get to the content, we would like to let you know that we have gathered a lot of feedback regarding last week’s Diary from various sources, and are extremely happy that the new Central European content generated feedback and positivity! Despite that, there have been some concerns and requests, so before we move on, let’s take a look at what has changed since then, thanks to this feedback:
  • Hungary is now a (re)formable nation for tags with Hungarian or Transylvanian primary cultures.
  • Hungarian conquest missions no longer require Hungary to be an independent nation, which should make them a much more attractive subject.
  • The 'Serbian Despotate' Tier 1 government reform now grants access to the Order of the Dragon.
  • We have added the 'Bohemian Commonwealth' optional cosmetic country rename as a reward of the namesake mission.
  • The decision to form Romania was updated to account for the map changes introduced in Emperor. It now correctly requires the province of Tolcu instead of Silistria.
  • The Aztec ‘Blood’ mechanic is now named ‘Tonalli’.
  • The 'Tēlpochcalli' Academy Local Organization now gives a +5 Governing Cost Increase instead of -1 Building Slots in the entire area.
  • The Personal Union Casus Belli on Poland for Austria requires them to have less than 400 development instead of less than 300, making it less harsh on the player.
  • The 'Universal Empire' incident can now be acquired by a Spanish Emperor as well, and it should have harsher penalties.
  • To address the concerns regarding the weakness of the Hussite HRE path and the princes converting to Protestantism, we have tweaked the event which will now make them less likely to convert if the player manages to convert a sizeable portion of the HRE to Hussite.
That said, let’s move into today’s new content, which is centered on very different Middle Eastern nations.



Hisn Kayfa​

One of the most requested countries, this last bastion of the Ayyubids is slated to receive a plethora of flavorful content. From missions to events, government reforms, and more, let’s take a deep dive at what’s in store!

Although the Ayyubids were of Kurdish origin, they were under ample Arabic influence, and most of their country was Arabic. In order to represent it, they have been given a new T1 'Ayyubid Dynasty' government reform, which negates the unaccepted culture modifier in all owned Levantine provinces. In other words, all Levantine cultures which are not accepted will be treated as accepted.

View attachment 1102258

View attachment 1102259
Note: As usual, all Art in the Developer Diary is placeholder.

Rounding off our setup changes is the new lore startup screen which explains the history of the dynasty from the Rise of Saladin until 1444 as well as the standard of Saladin, replacing the old flag. Lastly, Hisn Kayfa will gain access to the “Ayyubids“ cosmetic name which has been highly requested. It is unlocked through their new mission tree, and unlocking it will also empower your national ideas, akin to Great Armenia from King of Kings.


The mission tree was designed with flexibility in mind, allowing players to choose their path without being constrained to any specific outcome such as the formation of any tag. While there's ample content for those wishing to remain as the Ayyubids, players are also free to pursue other formables such as Egypt, Arabia, Timurids, Persia, or Mughals. The core focus of the mission tree revolves around restoring the Ayyubid Sultanate and vying for control of the Caliphate, offering claims stretching from Khorasan to Andalusia.

In regions historically not under Ayyubid control, the mission tree provides branching paths. Players can opt to conquer Persia and Anatolia for additional claims and temporary rewards, or alternatively, cultivate alliances in those regions and have allies complete missions on their behalf, unlocking enduring benefits. Approximately half of the missions are geared towards strategic development, including securing alliances, bolstering military strength, revitalizing Baghdad, controlling the Persian Gulf and the Red Sea, and even constructing the Suez Canal

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The Ayyubids after recovering their hegemony over the Middle East!


Hormuz & Oman​

Hormuz & Oman, despite their geographical proximity in the Arabian Peninsula, showcase distinct playstyles shaped by their religious beliefs and cultural traditions. Hormuzi merchants wield influence across India, Persia, and Arabia, leveraging their trade prowess, while Oman is renowned for its shipbuilding expertise and stands as one of the two starting Ibadi nations in the game. In a manner reminiscent of the dynamics between Qara Qoyunlu and Aq Qoyunlu from King of Kings, both nations share a common end goal in their mission trees, yet their approaches feature subtle distinctions tailored to their unique attributes and strengths. Let’s take a closer look!


Given their aforementioned close proximity, Hormuz and Oman inevitably find themselves in a struggle for dominance as they seek to expand into Arabia and unite the peninsula. Despite their mercantile focus on expanding power in India and Southeast Asia, both nations recognize the importance of controlling their immediate surrounding provinces. Consequently, the rewards for uniting Arabia, while significant, tend to be more generalized to accommodate the broader ambitions of these trade-oriented nations.

The trade aspect of their mission trees introduces a new Government Mechanic known as 'Arabian Mercantilism' for both nations. This mechanic empowers them to enhance their merchants and overseas outposts, enabling them to efficiently direct the lucrative trade of Asia into Arabia without extensive overseas conquest:


The lower section of the tree delves deeper into this unique mechanic, offering missions that can be completed without the need for extensive territorial conquest, aside from in India. Rather, players must focus on accumulating trade power in specific trade nodes. The rewards are particularly enticing; players can trigger the Spice Trade event independently of European involvement in the Indies, and even enact Thalassocracy much earlier and without the necessity of investing in idea groups.

As we showcased at the beginning of this section, the Omani and Hormuzi content hosts key differences when it comes to their mission trees. As such, divergent paths emerge for tackling their respective challenges. For instance, Hormuz will bolster provincial trade power in their fortified provinces, whereas Oman will incorporate a more pronounced religious aspect into certain missions. However, both nations will share access to a distinctive reward: the ability to establish the 'Arabian Traders' privilege, granting players the freedom to select bonuses tailored to their strategic preferences:


On the right side of the tree, a distinct branch unfolds for each nation. Hormuz, leveraging its ties within the Timurid Empire, will find a dedicated path focused on Persia, recognizing its significance as a pivotal trade node in the region:


For Oman, the branch will center around their renowned establishment of the Sultanate of Oman-Zanzibar. Players will embark on missions aimed at asserting dominance over the trade in the region, while also laying the foundation for their own formidable marine corps:



Trebizond​

Historically, the rulers of Trebizond established a tradition of marrying into Muslim families, such as the Turkomen Aq & Qara Qoyunlus. This was a pragmatic solution to gain alliances to protect the declining Komnenid realm. Trebizond has received a new 'Empire of Trebizond' Tier 1 government reform as a part of the free update, which includes a new modifier that increases the heathen countries‘ opinion of Trebizond, and the owners of the DLC will also receive access to the new 'Heathen Royal Marriage' which will allow Trebizond to create royal marriages with heathens despite being Christian.


While extensive cultural or provincial overhauls are not feasible, we have introduced the Cappadocian culture. This culture can be established in Anatolia through the new mission tree of Trebizond, as well as via the King of Kings mission tree of Byzantium. Furthermore, in order to increase the representation of the Greek population in Anatolia, we have turned the province of Samsun into a Greek Orthodox province with a Trapezuntine core, since the province was only conquered by the Ottomans some 20 years before the start date. Lastly, Greek dynamic province names now also apply to Pontic and Cappadocian cultures.


The mission tree's central objective is the restoration of Byzantium. Progressing along this path empowers the 'Komnenian Restoration' modifier, which evolves with each completed mission. The culmination of this effort is the conquest of Constantinople, which permanently enhances the modifier, offering benefits to core creation cost, army tradition, and prestige decay. Additionally, forming Byzantium through the new Trapezuntine mission tree grants significant amounts of monarch power.

The Caucasian branch of the mission tree focuses on asserting control over the region of the Caucasus, offering players the option to achieve this goal through military conquest or diplomatic means, where allies control the territory. Each method of completion yields different rewards. Additionally, players are tasked with securing their Caucasian borders by pacifying the hordes to the north. This branch also introduces the ability to integrate the Georgian culture into the Byzantine culture group:


Some more highlights around the mission tree revolve around:
  • Hellenization of Anatolia. Trebizond will be able to convert the Anatolian region to Hellenic cultures – Greek, Pontic, and Cappadocian through events.
  • Referencing the historically close ties between the Komnenian dynasty and the Crusader states of the Levant, a small mission branch has been added. This branch involves liberating Cilicia, resulting in the local culture shifting to Armenian and excluding Armenian provinces from Hellenization events. The culmination of this branch is the liberation of the Holy Land, unlocking a Tier 2 ¡Crusader Nobility' reform with beneficial modifiers and allowing players to release Jerusalem as a vassal regardless of age and religion.
  • Another branch of the mission tree focuses on Genoa and the recovery of Perateia, the Trapezuntine Black Sea colonies. Initially burdened with an estate privilege symbolizing Latin dominance over the Black Sea trade routes, Trebizond must either forge an alliance with Genoa or expel them from the region to rid itself of this constraint. Similarly, the mission tree presents various options for dealing with Theodoro, offering the chance to vassalize them through an event or to seize the province by force, unlocking a permanent local modifier.



Theodoro​

The Principality of Theodoro is one of the hardest starts in this DLC, having to combat the Hordes, the Ottomans as well as the Italians, they will have to use clever diplomacy and some newfound tools if they are to survive.


The mission tree centers on the expansion into neighboring lands. Players will have opportunities to subjugate the Tatars in the North and engage in conflicts with the Byzantines and Ottomans in the South, providing them with the option to proclaim themselves as the true emperors of the East. Additionally, they can utilize their connections in Russia to pursue diplomatic relations with the Muscovites, culminating in the 'Gothic Invasion'.

Starting missions will primarily focus on conflicts with Genoa. Historically, the Gavras dynasty of Theodoro experienced a gradual decline in influence, leading to their eventual annexation by the Ottomans. This will be represented through the introduction of a new privilege, the Italian Coastal Influence, which imposes penalties on sailors and trade power until resolved. Moreover, Genoa will gain 20 trade power in the Black Sea as long as this privilege remains active. These initial missions offer two paths for completion: either through conquest by expelling the Italians from Crimea or through diplomacy by fostering friendly relations with them.


Regarding their relations with the hordes, Theodoro takes a unique approach. Rather than focusing on the Gothic culture, which is only present in one province, they can opt to integrate with the Tatars. This strategy enables them to gain bonuses for their Cossacks and strengthen their steppe provinces economically.


Furthermore, as descendants of one of the Byzantine families that once served under the Komnenos, players will have the opportunity to press their claim and set sail south to conquer Constantinople. In doing so, they will earn various rewards aimed at demonstrating to the people of the Balkans and the Aegean the superiority of Gothic ways.


The image above highlights a distinctive tier 1 government reform, alongside a unique diplomatic action. However, in actuality, Theodoro has access to two tier 1 government reforms, the other being the 'Merchant Aristocracy'. Reflecting the quasi-republican nature of this merchant nation, this reform has been introduced, granting Theodoro the ability to establish trade posts and enhance their economic foundation from the outset.

The 'Recruit Foreign General' diplomatic action addresses Theodoro's historical reliance on hiring foreigners to lead their armies due to their minuscule population. While the use of mercenaries is represented through buffs in their ideas, the diplomatic action fills the gap for hiring foreign officers. With this action, players can pay an ally one year of their income, and in exchange, the ally will appoint a general for Theodoro's army. The general's stats will be influenced by the ally's army tradition and their opinion of Theodoro.


Given the Gavras family's ties to Russia, a small branching mission path is available, providing players with options for their Russian diplomacy. They can opt for a peaceful approach, forming alliances that culminate in the ability to recruit Streltsy. Alternatively, they can pursue a more aggressive strategy by pressing their claim to the Russian throne, leading to substantial expansion of their realm.

Finally, upon completing all tasks, players gain access to the 'Gothic Invasion' mission. After humiliating the Holy Roman Emperor and solidifying their position as an empire, they unlock a unique casus belli. The 'Gothic Invasion' casus belli functions similarly to the Imperialism one, with the distinction that it is limited to European provinces only.


Thank you for tuning into another Developer Diary, as always your feedback and comments are incredibly vital and appreciated as we fine-tune the content! Next week @Pintu will discuss and showcase new content around the Hordes of Asia!

And of course, today's diary wouldn't be complete without a Father Lorris comic:
Also, could we see the buffed Ayyubid idea set?
 
Will Theodoro and Gothic culture get more proper Gothic names for characters and ships? Rather than just copy paste Greek.

I also have to further the notion that it makes absolutely no sense for Orthodox Trebizond to spawn a Catholic Jerusalem tag.
 
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- Love the Ayyubid missions, look really good. Looking forward to playing the Ayyubid for the first time.

- I love the introduction of Cappadocian as a new culture, although Cyprus should remain Greek. With more subgroups of Greek being added, would it be possible to rename Greek to Demotic?

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Has the starting dynasty for Theodoro been changed to Gavras from "of Gothia"?

What about adding an event that if Constantinople falls but Byzantium is still alive in Achaea/Morea then they get an event to tag switch to Greece as an Ottoman vassal with Athens being automatically absorbed into it?
If Byzantium continued to "exist" after Constantinople fell, the Greece that is shown in game would not be a good or accurate depiction of a Continuation of that state. Greece, as it is in game, is meant to depict the post-Roman Hellenic state that emerged in the early 19th century. Greece's "rebirth" in the end of the time frame of the game is based on the transition from the ethnonym of "Roman/Romiós/ρωμαϊκός" to "Hellene/Έλληνας", which is largely the work of Adamantios Korais, who helped popularize the term of "Hellene" among the Greek elite in the Ottoman Empire. In the lower classes, this transition in ethnonym is largely a result of the 2-3 centuries of control by the Ottoman state, which reinforced these terms by placing Greeks in the Rum Millet (A thing that Greeks over time came to resent over time, and saw it as a derogatory term). If the Eastern Roman Empire "survived" after the fall of Constantinople to the Ottoman Turks, then you would have a situation similar to 1204, where the Emperor (or the strongest claimant) would "reforge" the Empire in exile. I would suggest that instead of Greece, if the BYZ tag survives after the loss of Constantinople, it should turn into a Empire ranked Morea (or if it doesn't own any provinces in the mainland, Crete).
 
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I also have to further the notion that it makes absolutely no sense for Orthodox Trebizond to spawn a Catholic Jerusalem tag.
As someone who as read the Alexiad, I have mixed feelings about Trebizond being able to spawn the Kingdom of Jerusalem as the kingdom emerged after Alexios I recalled Eastern Roman troops during the siege of Antioch, which the Frankish crusaders interpreted as him breaking their deal to return any land they captured to the ERE.
 
For the sake of clarity I will keep this post in 2 sections. First regardign the previous week and second regarding this week.

A: Regarding last week, I am happy that some of the issues have been adressed. However, we need more transparency regarding exact numbers and so on. Also, if I may ask, was there a reason why we did not receive a singular Dev response to the issues/ideas raised underneath previous Dev Blog? Even If you were planing some changes, it would mean a lot to the community to know that somethign is being worked/not being worked and reasons for doing so. Otherwise, Dev Blogs are nothing more but spotlights of the features with no community impact. Hope that was just a singular case of "no response" in a Dev Diary in this cycle.
  • Thank you so much for making Hungarian missions not require them to be independent! It feels like it will be a geniuine 'subject' we can play along. I only wish the same could be done with e.g.: Syria, bulgaria, Byzantium and Iberian/French minors (similarly how it is in Europa Expanded)
  • Thank for adding Order of the Dragon to Serbia. However, why can't it be included in other nations that are 'Balkan Oriented' e.g.: Croatia, Dalmatia, Poland, Albania, Bulgaria. Either as the "independence mission" reward or on formation? All of those natioans feel accurate to use the feature as they will be facign the Ottomans.
  • 'Bohemian Commonwelth' is an amazing name change. Could we please add more of those? Especially since it seems as name changes are quite often featured in this Dev cycle. Some exaples include but are not limited to:
  • Since Hungarian reformation is now included I am once again inquiring for allowing ALL (or at least some) West Slavic culture nations to form Great Moravia. Silesian tags are hands down being robbed of a great formable. Same goes for Lusatia. Last Dev Diary you have said yourself:
Another important thing we aimed to address is the lack of formable nations for Bohemia and their West Slavic brethren, which we perceive as important gameplay, but also roleplaying, oriented goals for the player.
  • If 'Great Moravia' is too inherently connected to Czech/Slovak tags (Bohemia/Moravia/Nitra) then why is it not possible to allow more West Slavic nations to form it but force a name change to e.g.: Zapadoslavia to keep it 'outside immediate czech/slovak circle'. It is just a name change and since A-H tag exist a name chnange shoudl not be too much of an issue. This, somewhat blatant, exclusion seems unnescessary and prevents any roleplay + forces other West Slavic tags to form Poland (Silesia, even though a formable is not a 'full fledged tag'). Additionally, I would love to see a HRE path Poland be able to form the tag + name change. Would any of those ideas be possible? (All made in favour to allow more 'redundant tags to be allowed more fleshed out play)
  • Could we please get some exact data values for Austrian decision to PU Spain for free + the Universal Empire incident? As I have mentioned last week, values from last Dev Diary were virtually useless as any player that knows how to handle AE would not be threatened by the incident. (ally castile -> farm favours for 30 years -> wait for Iberian wedding -> click decission at 20AE or lower -> gain 2x your dev for free). I will remind my ideas for actually 'punishing'/challenging Austria player for geting that much power: add AE impact from pushing the decision so that the incident feels like a threat of a coalition from HRE/France against Austria, either lower opinion modifier & make it last permament or make it higher but decay at a very low value (1/year as Austria has high dip rep usually). Additionally, option for retaining Spain PU could lead to a permament IA loss modifier as a sign of Austria taking course outside of HRE. I do want to stress that these changes are not meant to make taking the PU impossible but actually making it a challenge. So that, like in real life, Austria will need to sacrifice something. Eitehr the PU or HRE stability/emperorship/risk coalition war and have their expansion crippled for some time.
  • Regarding the AH situation. Would it be possible to add a increased cost of culture conversion of hungarian/austrian provinces while the Hungarian/Austrian Nobility privledge is active? On top of that, could we allow for that privledge to be revokable once there are no hungarian/austrian culture provinces left? That way there could be a way to 'overcome the struggle' and have a long term goal instead of being forced to play with it until the end of the game.
  • Any update regardign Great Moravia colour/flag? the colour feels too 'bright' and red is already a very popular colour in the area. Why woudl it not be abel to opt our for other colours? E.g.: Blue, dark red, golden, orange-red


B: This week's dev diary looks absolutely insane. It feels, in a way, like a 'fan service, or all the features that the community wanted to be included in KoK. I am MIGHTY IMPRESSED!
  • Kudos for implementing some of the mod features to the base game, inviting foreign experts is a resoundign idea (Feels like a expanded version of invide foreign advisors from Europa Expanded). Adding that to generals? M-A-G-N-I-F-I-C-E-N-T. To be quite honest, I would love to be abel to invide foreign experts as any Great Power ( lower cost? higher stats? ) as it is in EE (Wesphalia/Andalusia). Would really play into the narrative of 'exchanging thoguht' alongside institutions. (Maybe allow for institution spread with that?) Still this is just a wild idea as it fascinates me. Great work with the Theodoran foreign general recruitment bit!
  • 'Ayyubid dysanty' goverment refrom makes me wonder if that special effect with cultures could be added as a capstone of Humanist ideas?
  • Love the continuation of 'enhancing national ideas' that has been a thing since Domination and throght KoK! More of those, please!
  • Thanks for allowing the 'freedom' in Hish Kayfa tag formation path! It often feels too streamlined when it comes to minor nation -> formable tag pathway. Glad to see that you're allowing players to choose themselves!
  • As much as i like the evolving modifier idea, in KoK it felt too big. For now, it seems that the Trebizond one feels balanced! Great work with that!
  • The Grand Library of Baghdad conditional mission reward feels too weak. If Ottomans exist, you need to get at least 30+ dev in baghdad. at that point -10% is too weak. -20/25 would make more sense OR give -10 to the entire AREA not just Baghdad province?
  • Arabian Mercantilism feels weak? - both modifiers from gaining AND 'buttons'. Are they exclusive button presses like in an Iqta? If so, they need a bit of a buff in strenght with some increased costs to feel more impactful (from 10/20/35 -> 20/30/50).
  • Regarding 'Spice Trade' mission, Will the 'Spice Trade' event grant Arabian Mercantilism? If not, why not add it as a reward too?
  • Love the 'Choose what the privledge will do' mission outcome! Really feels like it plays into the RP aspect of the game but still allows a 'min-max' choice! Two birds, one stone! More please!!
  • With all of the mercantilism bonuses (and past conditional mercantilism estete privledges) coudl we expect SOME minor buff to it? it really feels liek a Dip mana sink if i literally cant do anythign with it. Maybe lower the button cost to 75 from 100? Anythign will do!
  • Heathen Royal Marriages - another brillian idea that also plays along the history of the nation! I am really hoping for more of those 'quirky' bits!
  • Preventing the conversion of Armenian culture feels great but could we allow for Armenian culture to be a bonus accepted culture that doesnt consume a slot? There are so many that it feels useless to not have it as such as otherwise its 3 more provinces to convert...
  • Naval provices name change being a thing is a big news! Are we meant to consider these as a single change with no return in the future OR are we to expect for of those? Same goes for allowing nations to form nations (Muscovy -> Theodoro) This is a HUGE deal!
  • Thanks for 'spinning' the 'Orthodox minor getting a PU CB on Russia' thing that has been present in EU4. The way you've done it with Theodoro is just *chef's kiss*!
All in all, this has been an EXQUISITE Dev Diary! Thank you so much @PDXBigBoss ! youre alwasy serving us some delicious Dev Diaries! I am hoping for replies to be back on track and geniuenly ... more of the goodies! It feels like a lot of great ideas from the more 'Vanilla' mods are beign implemented so its great to see that! Now, if we only got Ages & Splendor upgrade....

P.S.: Sorry for any mistakes/letters missing, dyslexia doesn;t help in long posts :/
 
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isn't demotic a language, not a culture ?
Yes, but Cappadocian and Pontic are both also sub-branches of the Greek language. Considering that the Hellenic culture group seems to be increasingly based on the dialects of the Hellenic language, this would make more sense.