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Europa Universalis IV - Winds of Change + 1.37 Free Patch & New Monuments

Hello and welcome to the latest EUIV Dev Diary! Today, I’m going to present you a bit different one, addressing various topics related to the upcoming DLC and patch:

  • The trailer and release date for Winds of Change, our newest Expansion for Europa Universalis IV
  • A summary of all the features that are available in Winds of Change.
  • A showcase of the free content we've included in the 1.37 ‘Inca’ update, which includes improvements to the base game, new modding tools, a fresh set of portraits for women in North America, and a total of nine new monuments exclusively for owners of the Leviathan DLC.
Before diving into the details, I would like to share the amazing trailer that our Marketing team has prepared for Winds of Change. Let us know what you think!


So, you may wonder what’s Winds of Change about, all in all? As you may have seen in the previous Dev Diaries, we have endeavored to add new content for 3 very different regions of the world, as America, Europe, and Central Asia are receiving new flavor in the upcoming DLC. So the main topic is the rise from the ashes of old empires, and the creation and the first steps of new ones. All of this is accompanied by the exploration into new lands, the trade of valuable resources, and the defeat of powerful enemies with your armies. You are going to be able to face different starting points from a very humble beginning, then overcome almost impossible odds to become a world hegemon.

Therefore, to those eagerly anticipating playing the new expansion, I have good news: Winds of Change will be released on May 8th. And if you wish to pre-purchase our DLC, you can do so now, in which case you will receive a bonus Music Pack that includes three songs. These songs will be unlocked on the same day as the expansion. The theme of them is exploring and trading in the new frontiers, with each song being about one of the regions that we’ve focused the new content on for Winds of Change:

  • Atlantic Navigation - For those who want to immerse themselves as adventurers traveling to the New World.
  • Hanseatic Trade - For those who want to immerse themselves as a Sea Wolf visiting different harbors and towns.
  • Silk Road - For those who want to immerse themselves in this millennia-long trading road.
Let's dive now into the details of this Dev Diary, starting with a recap of the main features of Winds of Change. Similar to the approach we took with King of Kings, we want to provide you with a comprehensive overview of all the content that we have prepared for this DLC. We believe in the importance of transparency and clarity when it comes to the type and amount of content that this expansion will bring to the game.

Our ambition with Winds of Change has been creating interesting situations for the most requested countries that have not received content in a while. That’s said, let’s move on.







The Inca Empire is ready to control all the Andes, from Quito to Patagonia, crushing whatever enemy questions their domain.

  • A mission tree for the Incas with 40 missions in total, 12 for Cusco to unify the region and form the Incas, and 28 missions for the Incan Empire.
  • 1 new Government Mechanic, the ‘Divine Authority.’
  • 1 new Government Reform, the 'Andean Empire'.
  • 11 new Events.
  • Additional content, such as new decisions, mercenary companies, balancing and improvements for the Inti religion, and National Ideas for the Incas.





Aztecs

Consolidate the Mesoamerican tribes under your domain offering sacrifices to the Aztec gods.

  • A mission tree for the Aztecs with 42 missions in total.
  • 1 new government mechanic, the ‘Tonalli’.
  • 6 new Government Reforms.
  • 3 new Estate Privileges.
  • 6 new Events.
  • A new Subject type, ‘Nahuatl Tributary’.
  • Additional content, such as a new local organization ‘Telpochcalli Academy’, updated National ideas, and new types of peace offers.






The Yucatan peninsula has always been full of jungles and dangers. Manage to unite the Mayans once again using the environment in your favor.

  • A mission tree for the Mayans with 40 missions in total.
  • 2 new Government Reforms, the ‘Divine Kingship’ and ‘Mayan Confederation’.
  • 5 new Estate Privileges.
  • New province modifier for Obsidian in the Yucatan peninsula.
  • Additional content, such as new decisions, mercenary companies, and updated religious triggers for the Mayan religion.






It's time to face the newcomers and expel them from our lands. Use their technology to upgrade your empire and even prepare your army for a counterattack on their lands.

  • A mission tree for Aztecs / Incas / Mayans with 34 missions in total.
  • 2 new Estate Privileges.
  • 8 new Events.
  • 2 new CB types, ‘Sunset Invasion’ and ‘Sunrise Invasion’.
  • New subject type, ‘European Colonies’, allowing the creation of subjects in the Old World.
  • Additional content such as naval doctrines, diplomatic actions, and more.






The Serenissima Republic of Venice has lost the momentum gained over the last century. The Ottomans have begun to cut off its commercial influence in the Mediterranean, something they cannot afford.

  • A new Venetian mission tree with 52 new missions in total.
  • A new government mechanic, ‘The Council of Ten’.
  • 2 new Government Reforms, ‘Promissione Ducale’, and ‘Merchant representation’.
  • 15 new Events.
  • Additional content such as new National Ideas for the ‘Golden Republic’.and a new Local organization, the ‘Scuola Grande’.






Italy has always been proud of its heritage as the true successor of Rome. If they can achieve the unification of the peninsula, they can try to revive their ancient glory.

  • A revamped Italian mission tree with 46 missions in total, of which 21 are new, and 25 are updated from the Emperor mission tree.
  • 3 new Estate Privileges.
  • 12 new Events.
  • 3 new CB types, ‘Roman Ambition’, ‘Scramble for America’, and ‘Dismantle HRE’.
  • 1 type of mercenary company, the ‘Lost legion’.






The Dutch mercantile empire is awakening. Trade and exploration have never been so profitable under the rule of the Orange family.

  • A mission tree for the Netherlands with 64 missions in total.
  • 4 new Government Reforms, like ‘Seven Provinces’ or ‘Modern Economics’.
  • 5 new Estate Privileges.
  • 12 new Events.
  • 2 new decisions, ‘Unite Two Crowns’, and ‘Overthrow Statist Stadholder’.






The Magyars dominated different thrones not so far ago. With the Black army on their side, they will try to reconquer the lost power over their neighbors.

  • A new Hungarian mission tree with 42 missions in total.
  • 5 new Government Reforms, like the ‘Apostolic Kingdom’ and the ‘Cuman Lancers’.
  • 2 new Estate Privileges, ‘Vegvar System’ and ‘Hungarian Royal cities’.
  • 15 new Events.
  • 1 new Local Organization, ‘The Order of the Dragon’.
  • The ability to form Austria-Hungary.






The Habsburgs have always been open to diplomatic marriages to increase their ambition to dominate the whole of Europe under one dynasty.

  • A new mission tree for Austria with 53 missions in total, Including 6 branching missions about the ‘Legacy of Charlemagne’, and 6 more about the ‘German Conquest’.
  • 3 new Government Reforms.
  • 9 new Estate Privileges.
  • 12 new Events.
  • 2 new decisions, The ‘Iberian Union’ and the ‘Habsburg Land’.
  • 2 new subject Types ‘Core Vassal’, and ‘Core Personal Union’.
  • A new formable nation, Austria-Hungary.
  • Additional content such as Diplomatic actions, mercenaries, Imperial Incidents, and disasters.







The Hussite Wars have put Bohemia in a difficult position. Claim the Emperor's crown by staying in the catholic church, or claim it by force in the name of the Hussites.

  • A new mission tree with 33 new Bohemian missions, including 6 branching missions covering different paths for a Hussite or a Catholic Bohemia.
  • A new formable nation, Great Moravia, with its own branching mission tree, with 9 missions in total.
  • 2 new Government Reforms, including ‘Bergordnung Reforms’ and ‘Wagenburg Tactics’.
  • 1 new Estate Privilege.
  • 10 new Events.
  • Additional content such as new decisions, updates of the Hussite Religion, and Imperial Incidents.






Navigate the different cultures of the German lands and unify them into a true empire, ready to claim its place in the sun.

  • A revamped German mission tree with 30 missions, of which with 9 are new, and 21 are updated from the Emperor mission tree.
  • 12 new Government Reforms.
  • A new Government Mechanic, ‘Cultural Unity’.
  • 2 new estate privileges.
  • 15 new events.
  • 2 new CB types, ‘Scramble for Africa’, and ‘Claim a piece’.
  • Added a new subject type, ‘Incorporated vassal’.






The last bastion of the Ayyubids is ready to take control again and unite Syria, Egypt, and Arabia under their dynasty.

  • A new mission tree for Hisn Kayfa with 38 new missions in total, including 4 branching missions on the ‘Conquest’ or ‘Alliances’ paths to decide the fate of Anatolia and Persia.
  • 1 new Government Reform, the ‘Ayyubid Dynasty’.
  • 8 new Events.
  • Additional content such as a new flag, the new cosmetic country name ‘Ayyubids’, and more.






Assert your dominance in the Arabian Peninsula and create a Trade Empire over India, East Africa, and beyond.

  • A new mission tree for Hormuz and Oman with 36 new missions in total, with 18 shared missions, 10 unique missions for Hormuz, and 8 unique missions for Oman.
  • A new Government Mechanic, the ‘Arabic trade influence’.
  • 1 new Government Reform.
  • 2 new Estate privileges, ‘Arabian traders’, and ‘Omani Marines’.
  • 5 new Events.
  • A new cosmetic country name, ‘Zanzibar’.





The prestigious Kommenoi family needs to restore their power using alliances, no matter what type of faith they proceed.

  • A new mission tree for Trebizond with 20 new missions.
  • 2 new Government Reforms, ‘Empire of Trebizond’. Crusader Nobility
  • 6 new Events.
  • A new diplomatic action called ‘Heathen royal marriage’.






The Gothics in Crimea are waiting to expand their domains over the Black Sea. New campaigns and invasions are in store for those who are ready to raise the banner again.

  • A new mission tree for Theodoro with 20 new missions, including 4 branching missions about the paths of ‘Russian Alliances’ or ‘Russian Rivalry’.
  • 3 new Government Reforms.
  • 2 new Estate Privileges.
  • 9 new Events.
  • Additional content such as a new Diplomatic Action for Theodoro allowing them to request Foreign Generals from other nations, a new cosmetic country name, ‘Gothia’, and a new CB type, ‘Gothic Invasion’.






Foreign Powers have encroached onto the steppe lords of Asia. Put an end to their decline and raise the banners of renewed conquest.

  • 3 new mission trees for the Hordes with 54 missions in total, covering the conquest path of the Tatars, Moghulistan, and the Mongols. 43 are shared missions for all the Hordes, 5 are unique missions for the Tartars, 3 are unique for Moghulistan, and 3 are unique missions for the Mongols. Plus 6 Religious branching missions, covering the Devout, Tolerance, and Confucian paths.
  • A new Government Reform.
  • 9 new Estate Privileges.
  • 10 new Events.
  • 1 new Subject Type, the ‘Mongol Brother Realm’.


Timur was a threat that only a few remember. His heirs have ruined a once-great legacy and the empire is close to collapse. It’s time to take control and decide the fate of an Empire that will shape and impact the history of the world.

  • A new Mission Tree for the Timurids with 50 missions in total.
  • 2 new Government Reforms.
  • 6 new Estate Privileges.
  • 11 new Events.
  • 1 new CB Type, ‘Reconquest of China’.
  • Additional content such as new decisions, a new Subject Type, the ‘Soyurghal’.




Coming from Central Asia, this Gunpowder Empire has only one objective in mind: "Conquering India and embracing their heritage and traditions”.

  • A new Mughal Mission Tree with 53 missions in total.
  • 7 new Events.
  • 6 new Estate Privileges.
  • Additional content such as new decisions, mercenary companies.





Flavour Content
  • 32 New Unit Sprites.
    • 4 new units for Umbrian culture.
    • 4 new units for Romagnol culture.
    • 4 new units for Croatian culture.
    • 4 new units for Dalmatia culture.
    • 4 new units for Slovakian culture.
    • 4 new units for Moldavia.
    • 4 new units for Renish culture.
    • 4 new units for Westphalian culture.

  • 3 New Music Packs, with 9 new songs in total.
    • Music pack with 3 new songs of Pre-Columbian flavor.
    • Music pack with 3 new songs of Central European flavor.
    • Music pack with 3 new songs of Central-Asian flavor.






Let’s now move into the content added as a part of the free 1.37 ‘Inca’ update. The first decision we made was to take a look at the generic mission trees, which have not received attention over the years, therefore making their overhaul to be consistently on the player’s wishlist.

Although we have not reworked the entirety of the missions, as many country-specific missions are dependent on them or their structure, we have decided to at least update them and give them some much-needed attention.

First of all, we have addressed the lack of claims. In the new update, generic missions will award you with claims on neighboring provinces, and as you progress further down the tree, you will also gain permanent claims on your home region and on all neighboring areas.

Mission.png

Secondly, we have updated some of the rewards, making stuff such as Prestige, Army Tradition, or Mercantilism be converted into monarch points should you go over the limit of these resources. For example, the effect add_prestige was replaced by add_prestige_or_monarch_power.

Moreover, many missions have received completely new rewards, including discounted advisors, explorers, admirals, power projection, and more!

Overall, we have given a facelift to about 15 different generic or shared mission trees, including European, Berber, Indian, African, and Native American, just to name a few.





Let’s move to the modding part. We have added new functionalities to allow you to create content. The most relevant tools are:

  • Icon frames can now be tied to variables of ROOT. It allows for easier implementation of progress bars as well as making icons with many frames no longer require many if clauses.
Code:
custom_icon = {
...
frame_variable = "variable_name" #Use the value of a variable to determine the icon frame
...
}​

  • The custom window has been added as a new interface element that can hold other scripted and non-scripted elements inside it. It allows for easier organization of the UI and saves on the performance of checking potentials. Windows not fulfilling its potential won't check the potential of the elements inside it.
Code:
custom_window = {
name = custom_window_testing #Must match a scripted windowType in a .gui file
potential = { } #Determines when the window is visible, and will affect every other gui object inside it, not running their potentials if the window isn't visible.
}​

  • Custom gui can now be put inside any descendant of any of the interface elements inside the example.txt file. It is now possible to have a chain of: Vanilla window -> Non-scriptable window -> Scriptable element
  • New windows received support for custom elements:

  • Colonization view (colonisationpanel.gui - colonisationpanel)
  • Siege view (siege.gui - siege)
  • Topbar panel (topbar.gui - topbar)

  • New math effects have been added:

Code:
round_variable = {
which = <name>
value = <float>
# If value < 0 round down
# If value = 0 round
# If value > 0 round up
}
sqrt_variable = {
which = <name>
}
random_variable = {
which = <name>
value = <float>
# Random from 0 to value
}
modulo_variable = {
which = <name>
value = <float>
}





Another free upgrade of this patch is going to be the addition of portraits for women advisors in North America. This is the last cultural graphic that was missing its female counterpart, and since we have been touching America in this DLC, we have not lost the opportunity to fix this issue. Let’s take a look at some examples:

Master of Mint:


MasterofMint.png
Spymaster:

Spymaster.png

Army Reformer:

AmryReformer.png

Next week, we are going to take an even-closer look at them, since we are going to have Art Dev Diary for Winds of Change.






Before finishing the DD, let’s talk about Monuments. We have added 9 new Great projects for Leviathan owners. This time we added 4 extra monuments for Central Europe (in the Netherlands, Venice, Austria, and Carpathia), 3 in Asia (in the Pontic Steppes, Central Asia, and Syria), and 1 in America (Mexico).

The Golden City, in Nitra:

TheGoldenCity.png
Schönbrunn Palace, in Wien:

Wien.png

Amsterdam Bourse, in Amsterdam:

Amsterdam Bourse.png

Venetian Arsenal, in Venice:

Arsenal.png


City of Sarai, in Sarai:

Sarai.png


Note: This is a movable monument!​

Citadel of Aleppo, in Aleppo:

Alepo.png

Afaq Khoja Mausoleum, in Kashgar:

Mausoleum.png

Tzintzuntzan, in Patzcuaro:

Tzin.png



As always, we have mange to solve hundreds of bugs reported on the forums with your help.

This is all for today. I hope you will enjoy playing the upcoming content as much as my colleagues from PDX Tinto and I have enjoyed creating it. Winds of Change has allowed us to rework and improve a lot of countries that are among our favorites, so we are excited to see which type of interesting playthroughs you are going to experience soon.

If you want to learn more about the content of this DLC, don’t hesitate to read the previous Dev Diaries or join us tomorrow at 17.00 to explore the new content for the Netherlands and Venice together with @jobarin94 (our new Embedded QA with thousands of hours in EUIV, as befits a QA) and Comunity Ambassador @Ryagi. As always this will be on the Paradox Twitch account.

In next week’s Dev Diary, @Vonboe, our 3D Art Coordinator, will be showing the Art for Winds of Change, while I will present the new Achievements for the 1.37 patch. See you!
 

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1. Play as Florence
2. Take economic ideas
3. Take Nitra
4. Ideas + mission + estate + monument = 1% loans until the end of the game
5. Buy all indian coasts or smth i don't know basically infinite money.

Finally some content for my favorite tall nation! Honestly probably the best monumet in game just for the -1 interest per annum. Honestly maybe keeping Tuscan ideas in SP might be overall worth it or maybe just not rush italy until 1600s. Insane scaling, easy economic hegemon in the age of reformation
 
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Reactions:
There has never been a day happier in my life than seeing that the Venetian Arsenal as the monument it should always have been :')

I see a Venetian Arsenal, I buy a DLC
 
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Reactions:
Hello and welcome to the latest EUIV Dev Diary! Today, I’m going to present you a bit different one, addressing various topics related to the upcoming DLC and patch:

  • The trailer and release date for Winds of Change, our newest Expansion for Europa Universalis IV
  • A summary of all the features that are available in Winds of Change.
  • A showcase of the free content we've included in the 1.37 ‘Inca’ update, which includes improvements to the base game, new modding tools, a fresh set of portraits for women in North America, and a total of nine new monuments exclusively for owners of the Leviathan DLC.
Before diving into the details, I would like to share the amazing trailer that our Marketing team has prepared for Winds of Change. Let us know what you think!


So, you may wonder what’s Winds of Change about, all in all? As you may have seen in the previous Dev Diaries, we have endeavored to add new content for 3 very different regions of the world, as America, Europe, and Central Asia are receiving new flavor in the upcoming DLC. So the main topic is the rise from the ashes of old empires, and the creation and the first steps of new ones. All of this is accompanied by the exploration into new lands, the trade of valuable resources, and the defeat of powerful enemies with your armies. You are going to be able to face different starting points from a very humble beginning, then overcome almost impossible odds to become a world hegemon.

Therefore, to those eagerly anticipating playing the new expansion, I have good news: Winds of Change will be released on May 8th. And if you wish to pre-purchase our DLC, you can do so now, in which case you will receive a bonus Music Pack that includes three songs. These songs will be unlocked on the same day as the expansion. The theme of them is exploring and trading in the new frontiers, with each song being about one of the regions that we’ve focused the new content on for Winds of Change:

  • Atlantic Navigation - For those who want to immerse themselves as adventurers traveling to the New World.
  • Hanseatic Trade - For those who want to immerse themselves as a Sea Wolf visiting different harbors and towns.
  • Silk Road - For those who want to immerse themselves in this millennia-long trading road.
Let's dive now into the details of this Dev Diary, starting with a recap of the main features of Winds of Change. Similar to the approach we took with King of Kings, we want to provide you with a comprehensive overview of all the content that we have prepared for this DLC. We believe in the importance of transparency and clarity when it comes to the type and amount of content that this expansion will bring to the game.

Our ambition with Winds of Change has been creating interesting situations for the most requested countries that have not received content in a while. That’s said, let’s move on.







The Inca Empire is ready to control all the Andes, from Quito to Patagonia, crushing whatever enemy questions their domain.

  • A mission tree for the Incas with 40 missions in total, 12 for Cusco to unify the region and form the Incas, and 28 missions for the Incan Empire.
  • 1 new Government Mechanic, the ‘Divine Authority.’
  • 1 new Government Reform, the 'Andean Empire'.
  • 11 new Events.
  • Additional content, such as new decisions, mercenary companies, balancing and improvements for the Inti religion, and National Ideas for the Incas.





Aztecs

Consolidate the Mesoamerican tribes under your domain offering sacrifices to the Aztec gods.

  • A mission tree for the Aztecs with 42 missions in total.
  • 1 new government mechanic, the ‘Tonalli’.
  • 6 new Government Reforms.
  • 3 new Estate Privileges.
  • 6 new Events.
  • A new Subject type, ‘Nahuatl Tributary’.
  • Additional content, such as a new local organization ‘Telpochcalli Academy’, updated National ideas, and new types of peace offers.






The Yucatan peninsula has always been full of jungles and dangers. Manage to unite the Mayans once again using the environment in your favor.

  • A mission tree for the Mayans with 40 missions in total.
  • 2 new Government Reforms, the ‘Divine Kingship’ and ‘Mayan Confederation’.
  • 5 new Estate Privileges.
  • New province modifier for Obsidian in the Yucatan peninsula.
  • Additional content, such as new decisions, mercenary companies, and updated religious triggers for the Mayan religion.






It's time to face the newcomers and expel them from our lands. Use their technology to upgrade your empire and even prepare your army for a counterattack on their lands.

  • A mission tree for Aztecs / Incas / Mayans with 34 missions in total.
  • 2 new Estate Privileges.
  • 8 new Events.
  • 2 new CB types, ‘Sunset Invasion’ and ‘Sunrise Invasion’.
  • New subject type, ‘European Colonies’, allowing the creation of subjects in the Old World.
  • Additional content such as naval doctrines, diplomatic actions, and more.






The Serenissima Republic of Venice has lost the momentum gained over the last century. The Ottomans have begun to cut off its commercial influence in the Mediterranean, something they cannot afford.

  • A new Venetian mission tree with 52 new missions in total.
  • A new government mechanic, ‘The Council of Ten’.
  • 2 new Government Reforms, ‘Promissione Ducale’, and ‘Merchant representation’.
  • 15 new Events.
  • Additional content such as new National Ideas for the ‘Golden Republic’.and a new Local organization, the ‘Scuola Grande’.






Italy has always been proud of its heritage as the true successor of Rome. If they can achieve the unification of the peninsula, they can try to revive their ancient glory.

  • A revamped Italian mission tree with 46 missions in total, of which 21 are new, and 25 are updated from the Emperor mission tree.
  • 3 new Estate Privileges.
  • 12 new Events.
  • 3 new CB types, ‘Roman Ambition’, ‘Scramble for America’, and ‘Dismantle HRE’.
  • 1 type of mercenary company, the ‘Lost legion’.






The Dutch mercantile empire is awakening. Trade and exploration have never been so profitable under the rule of the Orange family.

  • A mission tree for the Netherlands with 64 missions in total.
  • 4 new Government Reforms, like ‘Seven Provinces’ or ‘Modern Economics’.
  • 5 new Estate Privileges.
  • 12 new Events.
  • 2 new decisions, ‘Unite Two Crowns’, and ‘Overthrow Statist Stadholder’.






The Magyars dominated different thrones not so far ago. With the Black army on their side, they will try to reconquer the lost power over their neighbors.

  • A new Hungarian mission tree with 42 missions in total.
  • 5 new Government Reforms, like the ‘Apostolic Kingdom’ and the ‘Cuman Lancers’.
  • 2 new Estate Privileges, ‘Vegvar System’ and ‘Hungarian Royal cities’.
  • 15 new Events.
  • 1 new Local Organization, ‘The Order of the Dragon’.
  • The ability to form Austria-Hungary.






The Habsburgs have always been open to diplomatic marriages to increase their ambition to dominate the whole of Europe under one dynasty.

  • A new mission tree for Austria with 53 missions in total, Including 6 branching missions about the ‘Legacy of Charlemagne’, and 6 more about the ‘German Conquest’.
  • 3 new Government Reforms.
  • 9 new Estate Privileges.
  • 12 new Events.
  • 2 new decisions, The ‘Iberian Union’ and the ‘Habsburg Land’.
  • 2 new subject Types ‘Core Vassal’, and ‘Core Personal Union’.
  • A new formable nation, Austria-Hungary.
  • Additional content such as Diplomatic actions, mercenaries, Imperial Incidents, and disasters.







The Hussite Wars have put Bohemia in a difficult position. Claim the Emperor's crown by staying in the catholic church, or claim it by force in the name of the Hussites.

  • A new mission tree with 33 new Bohemian missions, including 6 branching missions covering different paths for a Hussite or a Catholic Bohemia.
  • A new formable nation, Great Moravia, with its own branching mission tree, with 9 missions in total.
  • 2 new Government Reforms, including ‘Bergordnung Reforms’ and ‘Wagenburg Tactics’.
  • 1 new Estate Privilege.
  • 10 new Events.
  • Additional content such as new decisions, updates of the Hussite Religion, and Imperial Incidents.






Navigate the different cultures of the German lands and unify them into a true empire, ready to claim its place in the sun.

  • A revamped German mission tree with 30 missions, of which with 9 are new, and 21 are updated from the Emperor mission tree.
  • 12 new Government Reforms.
  • A new Government Mechanic, ‘Cultural Unity’.
  • 2 new estate privileges.
  • 15 new events.
  • 2 new CB types, ‘Scramble for Africa’, and ‘Claim a piece’.
  • Added a new subject type, ‘Incorporated vassal’.






The last bastion of the Ayyubids is ready to take control again and unite Syria, Egypt, and Arabia under their dynasty.

  • A new mission tree for Hisn Kayfa with 38 new missions in total, including 4 branching missions on the ‘Conquest’ or ‘Alliances’ paths to decide the fate of Anatolia and Persia.
  • 1 new Government Reform, the ‘Ayyubid Dynasty’.
  • 8 new Events.
  • Additional content such as a new flag, the new cosmetic country name ‘Ayyubids’, and more.






Assert your dominance in the Arabian Peninsula and create a Trade Empire over India, East Africa, and beyond.

  • A new mission tree for Hormuz and Oman with 36 new missions in total, with 18 shared missions, 10 unique missions for Hormuz, and 8 unique missions for Oman.
  • A new Government Mechanic, the ‘Arabic trade influence’.
  • 1 new Government Reform.
  • 2 new Estate privileges, ‘Arabian traders’, and ‘Omani Marines’.
  • 5 new Events.
  • A new cosmetic country name, ‘Zanzibar’.





The prestigious Kommenoi family needs to restore their power using alliances, no matter what type of faith they proceed.

  • A new mission tree for Trebizond with 20 new missions.
  • 2 new Government Reforms, ‘Empire of Trebizond’. Crusader Nobility
  • 6 new Events.
  • A new diplomatic action called ‘Heathen royal marriage’.






The Gothics in Crimea are waiting to expand their domains over the Black Sea. New campaigns and invasions are in store for those who are ready to raise the banner again.

  • A new mission tree for Theodoro with 20 new missions, including 4 branching missions about the paths of ‘Russian Alliances’ or ‘Russian Rivalry’.
  • 3 new Government Reforms.
  • 2 new Estate Privileges.
  • 9 new Events.
  • Additional content such as a new Diplomatic Action for Theodoro allowing them to request Foreign Generals from other nations, a new cosmetic country name, ‘Gothia’, and a new CB type, ‘Gothic Invasion’.






Foreign Powers have encroached onto the steppe lords of Asia. Put an end to their decline and raise the banners of renewed conquest.

  • 3 new mission trees for the Hordes with 54 missions in total, covering the conquest path of the Tatars, Moghulistan, and the Mongols. 43 are shared missions for all the Hordes, 5 are unique missions for the Tartars, 3 are unique for Moghulistan, and 3 are unique missions for the Mongols. Plus 6 Religious branching missions, covering the Devout, Tolerance, and Confucian paths.
  • A new Government Reform.
  • 9 new Estate Privileges.
  • 10 new Events.
  • 1 new Subject Type, the ‘Mongol Brother Realm’.


Timur was a threat that only a few remember. His heirs have ruined a once-great legacy and the empire is close to collapse. It’s time to take control and decide the fate of an Empire that will shape and impact the history of the world.

  • A new Mission Tree for the Timurids with 50 missions in total.
  • 2 new Government Reforms.
  • 6 new Estate Privileges.
  • 11 new Events.
  • 1 new CB Type, ‘Reconquest of China’.
  • Additional content such as new decisions, a new Subject Type, the ‘Soyurghal’.




Coming from Central Asia, this Gunpowder Empire has only one objective in mind: "Conquering India and embracing their heritage and traditions”.

  • A new Mughal Mission Tree with 53 missions in total.
  • 7 new Events.
  • 6 new Estate Privileges.
  • Additional content such as new decisions, mercenary companies.





Flavour Content
  • 32 New Unit Sprites.
    • 4 new units for Umbrian culture.
    • 4 new units for Romagnol culture.
    • 4 new units for Croatian culture.
    • 4 new units for Dalmatia culture.
    • 4 new units for Slovakian culture.
    • 4 new units for Moldavia.
    • 4 new units for Renish culture.
    • 4 new units for Westphalian culture.

  • 3 New Music Packs, with 9 new songs in total.
    • Music pack with 3 new songs of Pre-Columbian flavor.
    • Music pack with 3 new songs of Central European flavor.
    • Music pack with 3 new songs of Central-Asian flavor.






Let’s now move into the content added as a part of the free 1.37 ‘Inca’ update. The first decision we made was to take a look at the generic mission trees, which have not received attention over the years, therefore making their overhaul to be consistently on the player’s wishlist.

Although we have not reworked the entirety of the missions, as many country-specific missions are dependent on them or their structure, we have decided to at least update them and give them some much-needed attention.

First of all, we have addressed the lack of claims. In the new update, generic missions will award you with claims on neighboring provinces, and as you progress further down the tree, you will also gain permanent claims on your home region and on all neighboring areas.


Secondly, we have updated some of the rewards, making stuff such as Prestige, Army Tradition, or Mercantilism be converted into monarch points should you go over the limit of these resources. For example, the effect add_prestige was replaced by add_prestige_or_monarch_power.

Moreover, many missions have received completely new rewards, including discounted advisors, explorers, admirals, power projection, and more!

Overall, we have given a facelift to about 15 different generic or shared mission trees, including European, Berber, Indian, African, and Native American, just to name a few.





Let’s move to the modding part. We have added new functionalities to allow you to create content. The most relevant tools are:

  • Icon frames can now be tied to variables of ROOT. It allows for easier implementation of progress bars as well as making icons with many frames no longer require many if clauses.
Code:


  • The custom window has been added as a new interface element that can hold other scripted and non-scripted elements inside it. It allows for easier organization of the UI and saves on the performance of checking potentials. Windows not fulfilling its potential won't check the potential of the elements inside it.
Code:


  • Custom gui can now be put inside any descendant of any of the interface elements inside the example.txt file. It is now possible to have a chain of: Vanilla window -> Non-scriptable window -> Scriptable element
  • New windows received support for custom elements:

  • Colonization view (colonisationpanel.gui - colonisationpanel)
  • Siege view (siege.gui - siege)
  • Topbar panel (topbar.gui - topbar)

  • New math effects have been added:

Code:






Another free upgrade of this patch is going to be the addition of portraits for women advisors in North America. This is the last cultural graphic that was missing its female counterpart, and since we have been touching America in this DLC, we have not lost the opportunity to fix this issue. Let’s take a look at some examples:

Master of Mint:


Spymaster:


Army Reformer:


Next week, we are going to take an even-closer look at them, since we are going to have Art Dev Diary for Winds of Change.






Before finishing the DD, let’s talk about Monuments. We have added 9 new Great projects for Leviathan owners. This time we added 4 extra monuments for Central Europe (in the Netherlands, Venice, Austria, and Carpathia), 3 in Asia (in the Pontic Steppes, Central Asia, and Syria), and 1 in America (Mexico).

The Golden City, in Nitra:

Schönbrunn Palace, in Wien:


Amsterdam Bourse, in Amsterdam:


Venetian Arsenal, in Venice:



City of Sarai, in Sarai:

View attachment 1117953

Note: This is a movable monument!​

Citadel of Aleppo, in Aleppo:


Afaq Khoja Mausoleum, in Kashgar:


Tzintzuntzan, in Patzcuaro:




As always, we have mange to solve hundreds of bugs reported on the forums with your help.

This is all for today. I hope you will enjoy playing the upcoming content as much as my colleagues from PDX Tinto and I have enjoyed creating it. Winds of Change has allowed us to rework and improve a lot of countries that are among our favorites, so we are excited to see which type of interesting playthroughs you are going to experience soon.

If you want to learn more about the content of this DLC, don’t hesitate to read the previous Dev Diaries or join us tomorrow at 17.00 to explore the new content for the Netherlands and Venice together with @jobarin94 (our new Embedded QA with thousands of hours in EUIV, as befits a QA) and Comunity Ambassador @Ryagi. As always this will be on the Paradox Twitch account.

In next week’s Dev Diary, @Vonboe, our 3D Art Coordinator, will be showing the Art for Winds of Change, while I will present the new Achievements for the 1.37 patch. See you!
This is all very cool, but will there be any tweaks to slow down colonization? As much as I like the idea of playing with these updated Mesoamerican tags, I can’t imagine touching them as long as the colonizers continue colonizing the entire western hemisphere by 1600.
 
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Guessing no T4 unit model for Bohemia then, still using the Polish one?

Weird, I predicted in some other thread pretty much every culture listed in the DD, but no T4 for Bohemia (and some other German cultures) is a surprise to me. If this is truly the last DLC, it means Bohemia and those HRE cultures will remain pretty much the only cultures with stock models in the game, apart from rebels and Haida IIRC.
Can be mended by a mod, but honestly I didn't really find any fitting models for the German states nor Bohemia. The Polish ones feel quite out of place (afaik they are based on some historical Lithuanian cavalry).
 
This is all mostly good stuff (I particularly appreciate the generic mission rework and the female advisor portraits for native cultures), but there is one thing I do take issue with (not because I think it can or would be changed at this point, but to challenge the thinking that lay behind it for future development): the Sunset Invasion. Now, I had no problem with that in CK2; it was a separate fantasy scenario and marketed as such.

This, however, is a main part of the content for the Incas/Aztecs/Maya in a game which actually features them historically, and that I do have an issue with.

It is, to put it bluntly, nonsense. It couldn't happen. It's as plausible as giving Hungary dragons and a dragonrider corps as a special unit. It has nothing whatsoever to do with history or what the historical incarnations of those states could have done if they survived.

Let me put by way of comparison a similar "endgame goal": the Timurid ambition to conquer China and restore the Yuan. It's historically based as Timur did wish to do this. It is unlikely (not least because the age of vast steppe empires was in its final flower in the 15th century) but not impossible to imagine another truly gifted ruler and conqueror rising to power, reuniting the empire and setting their sights on that goal. If the stars aligned just right, it could happen. It is plausible.

The Sunset Invasion is nothing like that. It could not have happened if the stars aligned right. It could not have happened at all. It has nothing to do with the historical or realistic objectives of the polities in question. It's absurd in the same sense as the Holy Horde was absurd (or that Gotland pirate nonsense), and like that, I don't think it should be part of primary game content in a historical game (though I would say the Sunset Invasion is even worse as it's a natural endpoint rather than an optional path). I actually would have no issue with stuff like this in an explicit fantasy DLC alongside equally plausible things like zombie pandemics, and you could toggle whether you wanted the silly things in the game, much like the fantasy content in Random New World, but I hate seeing it here. It's not even going to say having it "took away" from more serious development for those tags, but having it in the mental space at all for "Aztec mission tree development" inevitably distorts thinking about what endgame SHOULD be for those tags.

(On a related note, this is also what I think of the intended Byzantine endgame of moving the capital to Rome, ending the schism, proclaiming themselves what they already called themselves, and so forth. It's silly nonsense. They HAD Rome and didn't move the capital back there. Nobody would even have considered it in the absurdly unlikely scenario that they could have controlled it again. Orthodox and Catholic are two different religions by this point and you cannot fix that without exterminating one side. It is impossible to turn back the clock 1000 years and just reinstate the Imperium of Augustus or Trajan willy-nilly, nobody would want to do this or even think of it, and it would fail miserably if tried. It has no place being part of the default experience for a historical country in a historical game, which should focus on at least vaguely plausible scenarios for a wildly successful version of that country.)
 
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First of all, we have addressed the lack of claims. In the new update, generic missions will award you with claims on neighboring provinces, and as you progress further down the tree, you will also gain permanent claims on your home region and on all neighboring areas.

Lmao you guys really can't control the powercreep yourselves, can you.
 
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From:

Europa Universalis IV - Development Diary 12th of March 2024 - Venice, Italy, Netherlands

"The nation of Utrecht is fighting against the growing influence of Philip the Good of Burgundy, while Frisia has established itself as a state with waning noble power for quite a while"

Brabant is not mentioned in the original text, and relatively sparingly in the replies. So either they are not included, it's just a simple editing error or the developers have their own plans if they found a bit of extra time to work on something.

Brabant and Flanders could be in the next DLC, along with Ireland, Serbia, Bosnia, Croatia, and the Indian Muslims, Marathas, plus Tibet, Nepal and Afghanistan.

They can practically be paired or share a tree with minor changes:

1. Brabant/Flanders
2. Irish Minors
3. Serbia/Bosnia/Croatia
4. Indian Muslims
5. Marathas
6. Tibet/Nepal
7. Afghanistan
 
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I LOVE THIS THUMBNAIL !!!!!!
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Anyway there're something interesting:
Well, considering that these icons are printed small in screen, I won't complain about the low resolution ratio of older pics XD.
[The "GOLD RUSH!" event how grants us 2 ]
[ now ] instead of [ how ] I think. I'm kinda interesting in how the [n] is mistaken by [h]... Do you guys use handwriting typing mode when coding?

EDIT: I took a look at my keyboard -- indeed, in QWERTY, h and n are near to each other
 
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It's a huge pity that a perfect opportunity to add something for Silesia was wasted.
I'd suggest to realise tnis by modding.

Modding ih EUIV is hot tnat nard, at least easier tnah tnat ih Vichy, etc.

Ahyway, I failed to merge EoC missioh tree to Vietham ahd Tibet, so I strohgly nope tnat Tihto would do tnat tnemselves.

Ahyway, if tnere were eveh a 1.38, creatihg cohtehts for Piast is defihitely a good idea.

1.38! I'll pay for it!
 
I'm amazed how Tinto can at the same time work on EUfi... Project Ceasar
I think that their cold treatment on [dev responses] shows their attitude that, the wind is changing blah blah blah...

Johan said that Tinto has about 30 staffs. They may need some full hearted dedication so that PjCsr could become a masterpiece.
 
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Mausoleum.png

I suppose that you tinto guys do know that Afaq Khoja was died in 1694.

It would be kinda weird to receive his afterlife bonus since 1444.

If you do want some great project in Kashgar, I recommend Id Kah Mosque, built in 1442, and can be traced back to Arabian invasion against Persia.

...Anyway, considering that the artwork has been created, it might not be changed.
 
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How does the Venetian Arsenal interact with the Byzantine mission that potentially gives you access to Galleas and the ability to build them in Venice? Does it just upgrade the Arsenal instead?
 
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Ahyway, if tnere were eveh a 1.38, creatihg cohtehts for Piast is defihitely a good idea.

1.38! I'll pay for it!

It is worth noting that the Silesian Piasts had a much higher position than the Masovian Piasts. The Silesian Piasts did not strive for Poland but for the HRE and cut themselves off from Poland through closer relations with German rulers instead of with their relatives, for example from Masovia.

Of course, Silesia in EU4 should be able to create a "Silesian" Poland, but this should only be one of the directions of their Mission Tree. I think that other directions could be the "Bohemian", "Habsburg", "Prussian" branches and the most interesting: the creation of the Silesian Empire, which would include neighboring regions such as Lusatia, Moravia, etc.

Only two Silesian TAGs are non-historical (therefore, the following TAGs should be created that existed at the beginning of the game: Legnica, Wrocław and Racibórz) and I believe that each province of the Silesian region should be a separate TAG (because unfortunately we cannot count on new provinces). It is also a fact that there should be two formable TAGs: Lower Silesia and Upper Silesia - and the areas should be the same instead of just one Silesia area. Moreover, Bohemia should become a separate region encompassing the lands of the Czech Crown and Slovakia. A unique type of duchy should be created for the Silesian TAGs: Silesian Duchies. The rank of Lower Silesia TAG and Upper Silesia TAG would also be a type of the Silesian Duchies. The United Silesian TAG would simply have the rank of a kingdom. Imperial Silesia could designate itself as Greater Silesia. This is what the Silesian areas could look like:
  1. Lower Silesia: Wrocław, Legnica and Głogów
  2. Upper Silesia: Opole, Racibórz and Ostrawa
At the end of the game, Upper Silesia should unlock its enormous potential for coal mines and major industrialization. Silesian TAGs should also be able to accept German Settlers who would increase the country's development, but excessive use of this could result in a change of culture in the provinces. Speaking of culture, I believe that there should be names of the Silesian provinces in the Silesian language:
  1. Silesian: Racibůrz (Czech: Ratiboř, German: Ratibor, Polish: Racibórz)
  2. Silesian: Brosłōw (Czech: Vratislav, German: Breslau, Polish: Wrocław)
  3. Silesian: Głogůw (Czech: Hlohov, German: Glogau, Polish: Głogów)
  4. Silesian: Ligńica (Czech: Lehnice, German: Liegnitz, Polish: Legnica)
  5. Silesian: Ôpole (Czech: Opolí, German: Oppeln, Polish: Opole)
  6. Silesian: Uostrawa (Czech: Ostrava, German: Ostrau, Polish: Ostrawa)
Moreover, I think that it would be worth adding Kashubian culture, which is a remnant of the Polabian Slavs and could be useful for the West Slavic countries as a legitimization of westward expansion in order to reactivate the Polabian Slavs.
 
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It is worth noting that the Silesian Piasts had a much higher position than the Masovian Piasts. The Silesian Piasts did not strive for Poland but for the HRE and cut themselves off from Poland through closer relations with German rulers instead of with their relatives, for example from Masovia.
It's a cool draft/blueprint. The next step is to design specific things and plan for the overall structure for your mod.

This will be a long work, but:
  1. Silesian: Racibůrz (Czech: Ratiboř, German: Ratibor, Polish: Racibórz)
  2. Silesian: Brosłōw (Czech: Vratislav, German: Breslau, Polish: Wrocław)
  3. Silesian: Głogůw (Czech: Hlohov, German: Glogau, Polish: Głogów)
  4. Silesian: Ligńica (Czech: Lehnice, German: Liegnitz, Polish: Legnica)
  5. Silesian: Ôpole (Czech: Opolí, German: Oppeln, Polish: Opole)
  6. Silesian: Uostrawa (Czech: Ostrava, German: Ostrau, Polish: Ostrawa)
These should be bardzo easy to be realised by modding -- of course by Tinto too.

Moreover, I think that it would be worth adding Kashubian culture, which is a remnant of the Polabian Slavs and could be useful for the West Slavic countries as a legitimization of westward expansion in order to reactivate the Polabian Slavs.
Intergated into Pomeranian in EUIV I think. It's hard to deal with cultures with probably two or more legacy traditions.

I believe that each province of the Silesian region should be a separate TAG
Unfair for others -- that's why better creating a mod instead of suggesting this into vanilla.
 
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