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Europa Universalis IV - Development Diary 4th of March 2024 - Aztecs, Mayans and Incas

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

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

First, we shall take a look at Mexico and a few setup changes there:
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The Mexico Trade Node has received some additional Centers of Trade, as well as a new province modifier added to a few selected provinces that represent the mining of obsidian. This is, however, only limited to those of the Mesoamerican technology group:
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Next are some changes to the country of the Aztecs. They now start with the Empire rank instead of the Kingdom rank and their starting ruler, Moctezuma I, also starts with the guaranteed “Legendary Conqueror” personality trait.
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However, the Aztecs were never as centralized as EU4 can realistically depict it. Historically, they were more an alliance of the city-states instead, though Moctezuma I was on his way to centralize the state. As such, the Aztecs also start with a new privilege:
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Now let us take a closer look at the mission tree:
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Note: Mission icons are still placeholders and will be of course replaced with the proper images for the release.

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

The second subtree is all about your government and, of course, your blood tribute to the gods. Some highlights from this part are the following:
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Now a few of you might have noticed that certain keywords such as “Blood” and “Mesoamerican Tributaries” have been mentioned. These are part of the new government mechanics the Aztecs will now start with:
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Note: The art is still work in progress.

The “Demand Sacrifices” peace option always requires a 50% War Score and grants 10 Blood.
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Next are the Mesoamerican Tributaries which is a new subject type available to all Mayan and Nahuatl countries. You establish them with a new peace treaty:
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They act just like normal tributaries, though you can sacrifice their ruler and you can annex them. On that note, all of your conquest missions in Mesoamerica can be completed via these tributaries or vassals.

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

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

Before we move on to the next country, one quick note for all the non-Aztec Nahuatl countries: as there was time for only the Aztec mission tree itself, every Nahuatl country gets a decision to adopt the Aztec mission tree if they conquer the Aztecs and own the Mexico provinces themselves.
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Moving on to the Mayans, every Mayan country gets a small mission tree at the start which helps you out for the formation of the Mayan Confederation:
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Note: With “Venus” we mean the planet Venus. That was localized before finding the name “Chac Ek” or “Noh Ek” to use instead. Will be fixed before release.

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

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

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

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

I will focus now on mentioning some highlights of the mission tree which are the following missions:
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With that, we finish the Mayans and will now take a closer look at the Incas. The first thing that needs to be mentioned is that the map of the Andes does NOT get any additional provinces or tags. This also means that there are no new wastelands too. There are, however, some small setup changes. Similar to the Aztecs, Pachacuti starts with the “Legendary Conqueror” personality trait but has been reduced to a 4/3/5 (down from 5/4/6). The missions Cusco has received are similarly structured to the ones of the Aztecs as they buff your starting ruler:
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Some early highlights in the mission tree are the following:
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The decision to colonize the provinces requires you to defeat the local tribes and have 50 Ducats ready. Using the decision will then start a Frontier Colony in said province, and this decision can go far along the Andes as you can see in the following screenshot:
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Note: All the green-striped provinces are ones you can colonize via the decision.

Additionally, you also have access to the following estate privilege:
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Once you form Inca you gain the following mission tree as a whole:
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While you have the original Cusco missions about the conquest, you also get four additional, smaller subtrees that have their own focus.

The first small subtree is about the Mitma - a policy of forced resettlement of the border provinces. The highlight here is the following reward:
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Another subtree is about the religious nature of the Inca, highlighted by the following reward:
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You might now notice that “Regenesis of History” mentions “Mummified Rulers”. As you can see, the Incan religion has an interesting and unique quirk which is the fact that your dead ruler is de jure still alive. They get mummified and continue to participate in all of your governmental activities. To represent this in EU4 you will now always trigger the following event upon your ruler’s demise:
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The third subtree is about gold, idols, and economy represented by the following mission rewards:
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Finally, the last subtree focuses on developing your lands and your military, giving you the following rewards:
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And with that, we conclude the Incan missions. However, we are not entirely done as all the aforementioned countries get one mission subtree which is all about the so-called Sunset Invasion:
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These missions are always at the very bottom and follow one major theme which is the invasion of Europe and Asia by the American powers - both main culprits of colonizing the new world in many EU4 campaigns.

I won’t go too much into detail with those missions as they are mostly focused on large conquest campaigns. However, some rewards are worth mentioning:
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Last but not least, Fatherlorris' comic:
DD Americas.png

That was it for this week. Thank you all for reading today’s Development Diary! My colleague @Big Boss will continue next week with a DD on the Netherlands, Venice, and Italy.
 
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One way to make any reformation or development of the American states a bit more realistic would be a massive negative modifier: lack of horses. Instead of religion reforms to catch up which is a bit of an odd idea.

What this would do, basically, is make everything more expensive. Prohibitively so. Overland trade is greatly slowed, everything is extremely manpower intensive (ludicrous porter-trains of the Aztecs), which introduces a new mechanic: war season.

See, because they lacked a beast of burden for plowing and moving things, food production itself was extremely labor-intensive. So much so that historically, there was a "war season" after the planting and harvesting where there were enough men available to act as troops, and otherwise, nothing could be done, really.

This would give the American nations a whole new gameplay loop early on: instead of building native buildings to get magic points to reform your government or religion, you do everything normally, but with a lot more expense and bother. You're not doing this to withstand the inevitable European onslaught, but a special event that would trigger the instant a specific level of trade is initiated with the Old World: the Columbian Exchange. This event can fire even without European or Asian colonization - if you invest in naval technology and build a navy that proceeds to discover the Old World, initiating trade relations, it would fire immediately.

Now here is where the gameplay loop would get very interesting for everyone, but especially the Americans: it introduces an epidemic mechanic. What would happen would be this:

Akin to an institution, the "lack of horses" modifier is removed from a province, allowing you to build cavalry units, and have normal productivity, BUT... Those provinces get a high chance of an epidemic appearing! These provinces will get an "infected" modifier and you will have to be very careful. If your troops walk through one, they can get infected too, and then carry it to wherever they're going. It also spreads by itself causing havoc and ludicrous devastation - so much so that if you're not very careful, your state can just get wiped out, and it's game over. This is to represent the absolutely ludicrous body count these initial epidemics had.

If you're a small tribe, you can try migrating to mitigate this - as happened historically - but this may just as well spread the infections. Your other option is to enact aggressive isolationism with it's own maluses and try to delay or mitigate the events at hand, but they will eventually get you, which will be the only option for non-migratory tags. Do also note that you can get an epidemic without getting cavalry, as the infection spreads faster than equestrianism.

When all of this is done, the contact mechanic is replaced by a normal gameplay loop - you can do whatever you want, but your country will be quite reduced in development - but it will allow you to fully bridge the gap with the Old World.

From all of this, the gameplay loop of native American tags should be as such: build up, develop a rudimentary navy, achieve contact with the Old World, and then carefully navigate the Columbian Exchange and it's inevitable consequences.

These mechanics should also apply to non-American tribals like Australian tribes.

A "cheat" that can help you come out on top is to make contact with the Old World first, but in East Asia. This will unlock a special "prophylaxis" option in epidemic events that will prevent the diseases from wreaking too much havoc. It can also spread akin to equestrianism via event, but very slowly... Your entire gameplay loop in the early game is to build a robust enough trade network - which will increase the speed of the spread of equestrianism, but also diseases, but also prophylaxis.
 
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One way to make any reformation or development of the American states a bit more realistic would be a massive negative modifier: lack of horses. Instead of religion reforms to catch up which is a bit of an odd idea.

What this would do, basically, is make everything more expensive. Prohibitively so. Overland trade is greatly slowed, everything is extremely manpower intensive (ludicrous porter-trains of the Aztecs), which introduces a new mechanic: war season.

See, because they lacked a beast of burden for plowing and moving things, food production itself was extremely labor-intensive. So much so that historically, there was a "war season" after the planting and harvesting where there were enough men available to act as troops, and otherwise, nothing could be done, really.

This would give the American nations a whole new gameplay loop early on: instead of building native buildings to get magic points to reform your government or religion, you do everything normally, but with a lot more expense and bother. You're not doing this to withstand the inevitable European onslaught, but a special event that would trigger the instant a specific level of trade is initiated with the Old World: the Columbian Exchange. This event can fire even without European or Asian colonization - if you invest in naval technology and build a navy that proceeds to discover the Old World, initiating trade relations, it would fire immediately.

Now here is where the gameplay loop would get very interesting for everyone, but especially the Americans: it introduces an epidemic mechanic. What would happen would be this:

Akin to an institution, the "lack of horses" modifier is removed from a province, allowing you to build cavalry units, and have normal productivity, BUT... Those provinces get a high chance of an epidemic appearing! These provinces will get an "infected" modifier and you will have to be very careful. If your troops walk through one, they can get infected too, and then carry it to wherever they're going. It also spreads by itself causing havoc and ludicrous devastation - so much so that if you're not very careful, your state can just get wiped out, and it's game over. This is to represent the absolutely ludicrous body count these initial epidemics had.

If you're a small tribe, you can try migrating to mitigate this - as happened historically - but this may just as well spread the infections. Your other option is to enact aggressive isolationism with it's own maluses and try to delay or mitigate the events at hand, but they will eventually get you, which will be the only option for non-migratory tags. Do also note that you can get an epidemic without getting cavalry, as the infection spreads faster than equestrianism.

When all of this is done, the contact mechanic is replaced by a normal gameplay loop - you can do whatever you want, but your country will be quite reduced in development - but it will allow you to fully bridge the gap with the Old World.

From all of this, the gameplay loop of native American tags should be as such: build up, develop a rudimentary navy, achieve contact with the Old World, and then carefully navigate the Columbian Exchange and it's inevitable consequences.

These mechanics should also apply to non-American tribals like Australian tribes.

A "cheat" that can help you come out on top is to make contact with the Old World first, but in East Asia. This will unlock a special "prophylaxis" option in epidemic events that will prevent the diseases from wreaking too much havoc. It can also spread akin to equestrianism via event, but very slowly... Your entire gameplay loop in the early game is to build a robust enough trade network - which will increase the speed of the spread of equestrianism, but also diseases, but also prophylaxis.
I think a simpler way to do this is there still is a sort of modifier for new-world tags that represents this, but upon integrating an institution like say the 'Renaissance' or 'Colonialism' it goes away, representing an embrace of global trade (and thus horses).

However I don't think this debuff should be overwhelmingly crippling. I understand the idea that new world nations should be gated from making navies (as none of them had what could be called a professional navy), but I think stuff like the Aztecs not being able to mine their own gold (that could pay for the wonders that were in their own lands) and not having feudalism or be able to embrace institutions until their religion was formed was stupid and made those areas unfun.
 
Dear developers, I've heard that in this DLC also will be changes in Europe. Please, pay attention to Ukrainian lands as well and at least correct cultures of provinces in Chernigov area and of Chernigov [CHR] tag from Ryazanian to Ruthenian.

PLEASE, correct cultures in Ruthenia:
#KyivNotKiev and #ChernihivNotChernigov

Chernigov area has in reality Ukrainian/Ruthenian culture in all its provinces: Chernihiv, Novhorod-Siverskyi, Sumy, base names in game: Chernigov(289), Severia(1945), Rylsk (4543) respectively are NOT "Ryazanian".

Chernihiv is old Ruthenian city, it`s like Northern Kyiv for Ukraine.

Respectively Chernihiv tag [CHR] have to be also Ruthenian.

Kyiv, Pereiaslav and Chernihiv is a heartland of Ruthenia/Kyivan Rus.

It will be great to see right names of Ukrainian tags:
Kyiv [KIE], Chernihiv [CHR], Zaporozhia [ZAZ], Halych-Volyn [VOL].

Also during the game period: Brest(277), Pinsk(278) and Turov(1941) in modern Belarus was Ruthenian up to 20 century, while Trubchevsk(4244) and Smolensk(293) in Russia was predominantly Belorusian. So Smolensk [SMO] tag also has be with primary Belorusian culture. This lands were Russifide only in 20 century.

By googling of "Dialektologicheskaia_Karta_1914_goda" you can find old Russian Imperial map which confirm my words.
Ukrainian language is green and Belorusian is blue there.

Untill 1452 - Volynian duchy and untill 1471 - Kyivan duchy existed in Ukraine as vasals of Lithuania. They have to be in game, meanwhile Lithuania should have cores on all their lands like Morroco have in Sus.

Also Zaporozhia (Viisko Zaporozke Nyzove) was not a Hetmanate. It was military republic with Sich Rada government type, wich was rulled by Koshovyi Otaman.

After Bohdan Khmelnystkyi uprising in Central Ukraine was created state Viisko Zaporozke (with Zaporozhian cossacks as core of the army, which was overwhelmly supported by peasants (who became free form landlords, or "cossackised") and some amount of old Ruthenian shlakhta and burgers) with government form of elective monarchy: Hetmanate, wich was ruled by Hetman.

For some time Zaporozhia was included in Hetmanate but than it recieved authonomy or even was independent form Hetmanate.

But Bohdan Khmelnytskyi had tried to create hereditary monarchy by maridge of his son Tymosh with daughter of Duke of Moldavia Vasile Lupu but Tymosh, his wife and Duke Vasile Lupu himself was killed by Moldavian pretenders soon after maridge. It can by one of the way of state development as regular monarchy in the missions.

After the death of Bohdan in Hetmanate was elected new Hetman Ivan Vyhovsky. He in alliance with Crimean tatars won the Konotop battle against almost twice larger Muscovite army.

Soon after in Hetmanate was series of civil wars inspired from Muscovy in most cases and that period was known in Ukrainian history as Ruin as resault Hetmanate was split in two parts by Dnipro rivers which became vassals of Commonwealth and Muscovy respectfuly and Zaporozhia also became Muscovite vassal and then was annexed.

Cherkasy can not have 3 dev like desert... Ruthenian lands was more developed at least in human resourse and have great natural wealth.

For example, Ukrainian cossacks before the battle of Khotyn in 1621 have 50 000 troops in Sich rada from which 37 000 have taken part in battle (were also was 28 000 of Polish army) menwhile others cossacks stay in the Sich or made raid in Ottomans coasts of Black See.

Also in Zaporozhia [ZAZ] there are wrong names of generals: female names or even last name of famous female Ukrainian author....
While Kyiv [KIE] and Volyn [VOL] have Russian names of rulers...

I can help you to make right naming of Ruthenian culture, understand Ukrainian history and sugest new historical Ruthenian tags, new missions and national ideas.

Ruthenia itself has to have unique missions.

Thank you for your work!

P.S. It would be good for hordes make the tribes estate to do raids in neighbor non-horde countries like cossack estate do by events, it's historicaly accurate, at least it was like that in Ukraine.
We already got a Russian DLC (Third Rome). New DLC currently in development is not focused on that region. If you want another overhaul of the Russian regions, put it in the suggestions forum.

 
I think a simpler way to do this is there still is a sort of modifier for new-world tags that represents this, but upon integrating an institution like say the 'Renaissance' or 'Colonialism' it goes away, representing an embrace of global trade (and thus horses).

However I don't think this debuff should be overwhelmingly crippling. I understand the idea that new world nations should be gated from making navies (as none of them had what could be called a professional navy), but I think stuff like the Aztecs not being able to mine their own gold (that could pay for the wonders that were in their own lands) and not having feudalism or be able to embrace institutions until their religion was formed was stupid and made those areas unfun.
Feudalism I think would be enough.

As for navies, well, there was the Kon-Tiki experiment... There's no real reason to forbid them from having naval units; they should just be very crappy and very expensive to operate and upgrade
 
Feudalism I think would be enough.

As for navies, well, there was the Kon-Tiki experiment... There's no real reason to forbid them from having naval units; they should just be very crappy and very expensive to operate and upgrade
I think that when they gave them canoes that worked well enough. It added some level of naval gameplay, it did the most important role of allowing you to transport units, while then making it so you had no chance to stand up against a european navy in a war.

I wonder if though they should combine Lights and Transports. I don't think there were many people who were fans of Transports in general, and by their nature you'd only make as many as you needed to transport an army from point a. to point b. Lights didn't really have a combat role and relied just on numbers for combat. I'm of the opinion that the polynesians should get the same mechanics as the american and aboriginal natives, and combining lights and transports I think better works with their naval history.
 
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You've barely mentioned religion so I'm guessing their religions stay as is. Two questions:
1) Have you done away with the legacy "primitive" spaghetti code that exists for reforming/westernising but prevents reformed Americans from turning their vassals into marches because "primitive nations cannot make marches"?
2) Have you ensured that any references to reform progress in Incan missions are for Inti reform and not government reform, or just tweaked them so that the government reform progress is actually useful pre-reforming now?
Bumping because this is a significant concern for new world players and I've made multiple posts about it, but don't want to ask on the Venice diary
 
Since we are talking about that, I really hope that natives will get, in some way, access to light ships, even if limited.
We have proof that Andean civilizations used boats (called balsas) for various purposes since at least 100 BCE, mainly for fishing and transport, but the Chincha culture in southern Peru and some traders in Ecuador also used them for trading, possibly even reaching some Pacific islands and Mexico, and it is probably how Mesoamericans began to use metals other than gold. These boats could reach a length of 30 metres (more than that of a caravel, which was usually between 12 and 18 metres long). Also, there's a legend (represented in-game by an event chain) according to which Tupac Inca Yupanqui (son and heir of Pachacuti) sailed west in search of two island he had heard about. While this is somewhat controversial, it's still possible that it actually happened.
Obviously, I could be incredibly wrong about all of this, but I'm fairly sure about everything I've said, and I've intentionally left out some of the most controversial stuff (I've included the Pacific Expedition mainly because it's already in the game). In conclusion, I think that giving them access to light ships wouldn't be too crazy. Obviously, not heavys or galleys (THAT would be weird), just lights and transports. I have to say, however, that one of the Incan missions ("The Big Ears", to be precise, assuming that it's a reference to the Easter Island legend) gives me some hope.

Anyway, I must admit that I really like the new mission trees, and actually I was surprised to see the size of the Aztec and Incan ones. The mechanics are also promising, and finally we will be able to see the Inca Empire with (more or less) its actual borders. If there's anything else that in my opinion needs to be addressed, it would be the fact that the AI is not able to click the "Reform Religion" button. It's already rare for the AI to pass more than three reforms, so it would be really rare for it to actually fully reform. Also, there's the whole "primitive" thing which, in my opinion, needs a rework.

Please feel free to correct me if I'm wrong.
 
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Since we are talking about that, I really hope that natives will get, in some way, access to light ships, even if limited.
We have proof that Andean civilizations used boats (called balsas) for various purposes since at least 100 BCE, mainly for fishing and transport, but the Chincha culture in southern Peru and some traders in Ecuador also used them for trading, possibly even reaching some Pacific islands and Mexico, and it is probably how Mesoamericans began to use metals other than gold. These boats could reach a length of 30 metres (more than that of a caravel, which was usually between 12 and 18 metres long). Also, there's a legend (represented in-game by an event chain) according to which Tupac Inca Yupanqui (son and heir of Pachacuti) sailed west in search of two island he had heard about. While this is somewhat controversial, it's still possible that it actually happened.
Obviously, I could be incredibly wrong about all of this, but I'm fairly sure about everything I've said, and I've intentionally left out some of the most controversial stuff (I've included the Pacific Expedition mainly because it's already in the game). In conclusion, I think that giving them access to light ships wouldn't be too crazy. Obviously, not heavys or galleys (THAT would be weird), just lights and transports. I have to say, however, that one of the Incan missions ("The Big Ears", to be precise, assuming that it's a reference to the Easter Island legend) gives me some hope.

Anyway, I must admit that I really like the new mission trees, and actually I was surprised to see the size of the Aztec and Incan ones. The mechanics are also promising, and finally we will be able to see the Inca Empire with (more or less) its actual borders. If there's anything else that in my opinion needs to be addressed, it would be the fact that the AI is not able to click the "Reform Religion" button. It's already rare for the AI to pass more than three reforms, so it would be really rare for it to actually fully reform. Also, there's the whole "primitive" thing which, in my opinion, needs a rework.

Please feel free to correct me if I'm wrong.
Balsa its the spanish word for "boat" in quechua they are called wampu'u if they are gonna be a naval unit for incas better the precolonial name.
 
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Balsa its the spanish word for "boat" in quechua they are called wampu'u if they are gonna be a naval unit for incas better the precolonial name.
Ok, I was not aware of that. It seems that the native term in southern Quechua is indeed "wamp'u". The English version of Wikipedia always uses the word balsa when talking about South American ships, but it has always sounded weird to me, since precolonial Quechua didn't have phonemic b. I assume that in English we just use the Spanish word to refer to that particular type of boat (as with almost everything else that has to do with natives in Latin America). I totally agree with you that it would be more appropriate to use the precolonial name. Thanks for pointing that out.
 
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Could the Inca get mission(s) in the new update, that allow them to upgrade and expand the Qhapaq Ñan monument to be more impactful for them and affect a larger area? There are several missions for other tags in the game that do something similar, e.g. the mameluks get the Suez Canal (almost) for free and several centuries early.

The road system was a major thing for the Inca empire that enabled many of their conquests, served as the backbone of their impressive logistics, and stretched the andes from Quito to modern Santiago de Chile, yet the ingame monument only affects the 4-5 provinves in the Quito area. Given enough investment via the proposed missions, it should effect the majority of the Andes region when controlled by Inca. Probably the numbers would need to be tweaked (nerfed) a little, but I think it would add some additional flavor to the Inca, and stress the importance of the road for them.

Suggestions thread:
 
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Cool stuff! But this:

>The decision to colonize the provinces requires you to defeat the local tribes and have 50 Ducats ready. Using the decision will then start a Frontier Colony in said province, and this decision can go far along the Andes as you can see in the following screenshot:

Please include a special AI-only decision restarting that frontier colony, after the AI will inevitably remove it when getting low on money from some war!
Frontier colonies do not cost maintenance, so the AI shouldn't cancel them (hopefully?)
 
As an Inca I have to say, THIS IS A CRIME AGAINST HUMANITY, there is a reason why i never really wanted an update in the region, the devs dont understand it whatsoever. Very much incorrect government mechanics, whole understanding of the government and culture (because it is amazing to give them a debuff in form of mumification of ruler, that does nothing else than debuff you, congrats), also fixed Pachacuti (he was exactly as he should, maybe even 6 4 6) for no real reason (also Moctezuma was not an army leader, he barely left his temple), luckily did not understand much from missions, the rest (at least Incas) is horrible, not even expanding the religion. I could continue, but no thanks, I suffered enough. After this and all the following dev diares, eu4 is a dissapointment, actually hoi4 has better south-american dlc (no idea how that is even possible).