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Welcome to the second dev diary for Europa Universalis 4: Art of War. Today, a look at a new way to handle vassals, how we're changing revolts and a sneak peek at how the Persian map is being transformed.

Marches
Marches are a new type of subject that can be created from existing vassals. By designating your vassal as a March, you are giving that vassal greatly expanded autonomy in exchange for greater military service. A March does not pay taxes to its Overlord and cannot be diplomatically annexed. However, they get a 25% bonus to manpower, a 30% bonus to force limits and have 20% better fort defense, making them useful as military buffers against enemy states, or when you simply need additional soldiers more than you need the income from those territories. March status can be retracted, but doing so results in a stability hit and a very large opinion penalty with the vassal whose autonomy you just revoked.

Unrest & Rebels

The old system of revolt risk, with a chance of rebels spawning in a province by random chance every month has gone the way of the dodo. It was a system that has served us well through many versions of Europa Universalis, but we think we have something better.

The new concept reflecting unhappy subjects is called unrest. Unrest in a province will affect how quickly regiments and ships can be recruited there, but it has no direct impact on your economy, since we've introduced Local Autonomy to cover that side of the ledger.

Every province is aligned with one possible rebel faction. Each month, every province has a chance (depending on its unrest level) to see an increase in the progress of an uprising from the local rebels. When the progress reaches 100%, the faction rises up in revolt with as many stacks it has support for, and the unrest is reduced in those provinces - they have expressed their anger through arms and it's up to you to put them down.

Because unrest can happen anywhere, building courthouses and employing theologians is now a good strategy to reduce general unrest, not to mention adopting a few policies to placate the masses. The old tyrannical standby of Harsh Treatment now targets rebel factions instead of provinces and reduces the progress towards an uprising from that faction at a cost in MIL points, scaled to the size of this particular rebel faction. This change means we should get less micromanagement and more direct control of popular satisfaction in the hands of the player.

There is also no longer a distinction between accepted and enforced demands from successful rebellions. A rebel faction's demands are always the same.

In a more positive change, any Rebels that are friendly to you, either through culture or support will lift Fog of War for you.


Persia
Last week, we dove into the doubling of Indian provinces. Another region that has seen substantial changes in our great map overhaul is Greater Persia and the Caucasus.
In 1444 this region is to a large extent split between the still sort of impressive empire of Timur's descendants in the east and the rising Qara Qoyunlu empire in the west. Just like in the last dev diary, the diversity of the region means that it's perhaps best to go over its various parts in turn.

The Caucasus:

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In the time depicted by EU4, the rugged Caucasus will be the border line between the Turkish, Persian and eventually Russian Empires. Throughout all of this, the valleys and the slopes of these mountains are home to a number of different peoples and states attempting to preserve their independence against hungry neighbours.
In order to portray the independent nature and resilience of the area, a new Caucasian culture group has been added to the game. Apart from the familiar Armenian and Georgian cultures, this new group is also made up of the newly introduced Circassian and Dagestani cultures. The tag and province setups have been revised accordingly.

New Tags:
  • Imereti: Small kingdom that can appear in western Georgia (or in late start dates). Historically, this state became part of the Ottoman sphere of influence in Georgia.
  • Circassia: Small Orthodox tribal monarchy in the northern Caucasus representing the various minor states there. This is the primary tag for provinces of Circassian culture.
  • Gazikumukh: A small Shiite kingdom in the northeastern Caucasus. This is the primary tag for provinces of Dagestani culture.


Western Persia:

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While entirely locked in the struggle between the Timurid and Qara Qoyunlu empires in 1444, Western Persia is soon going to be the site of the rise of the Qizilbash and the birth of the Safavid Empire. This region is defined by densely populated valleys with a strong urban Persian culture, both of which the map can now portray in a better way in terms of borders and province density.
As in the Caucasus, including more provinces also allows us to include some of the smaller players in the region.

New Tags:
  • Tabaristan: A small kingdom along the southern coast of the Caspian sea. Primary tag for the new Mazandarani culture.
  • Ardalan: A small Kurdish kingdom in the Zagros mountains.


Khorasan and Baluchistan

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Where western Persia is dominated by mountain ranges and rich valleys, Eastern Persia is a region of mountain ranges and deserts. Due to the much harsher climate, most of Khorasan would often be incorporated into surrounding empires unless these were too weak to control the vast area. The even more inhospitable Baluchistan would remain independent, divided into various tribal entities, for most of the period covered by the game.
The greater number of provinces here primarily means that conquering and traversing this region isn't going to be as easy as it was prior to AoW and will also mean that the revolts that historically started in this area will be a bit harder to put down.

Afghanistan

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Home to thriving cities such as Herat and Kabul, Afghanistan is richer and more influential than the rest of Eastern Persia. During the period covered by EU4, states such as the Mughal or the Durrani empires used this region as a jumping off point to successfully to expand into India or Persia.
The AoW map accentuates the role of Afghanistan as a good base for expansion and a gateway between east and west. In order to show the importance of the Khyber and Bolan passes as routes into India, a wasteland province has also been added to represent the Suleiman mountain range in eastern Afghanistan.
 

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AppoX

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Great new rebel system :D. I will definitely buy this one.

Though I can already see the rage on the forums with the new ROTW provinces which will make WCs harder (which IMO it is waaaay too easy currently) and the rebels being more of a problem.
 

Lehran

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Great new rebel system :D. I will definitely buy this one.

Though I can already see the rage on the forums with the new ROTW provinces which will make WCs harder (which IMO it is waaaay too easy currently) and the rebels being more of a problem.
New rebel system will definitely be free.
 

Stgerlachus

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Great new rebel system :D. I will definitely buy this one.

Though I can already see the rage on the forums with the new ROTW provinces which will make WCs harder (which IMO it is waaaay too easy currently) and the rebels being more of a problem.

Considering how game changing the rebel changes will be I every much doubt it will be a DLC only feature, it would basically mean developing 2 different games. So I'm guessing it will be in the patch (just like autonomy from DD1 an of course the map changes), making it an awesome patch.

I'm still going to buy the DLC, but so far I think only the Marches and Upgrading/Mothballing fleets will be DLC only.
 

murlocmancer

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Since you can't annex marches they should also cost no diplomatic relations when a march. It would be more like a protecorate then a vassal so you shouldn't have to have a diplo relation. That just makes it really stressed on the diplo relations since you can' t annex them and then you take a a huge relation hit so you will have to wait a long time to annex them.
 

raw

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The old system of revolt risk, with a chance of rebels spawning in a province by random chance every month has gone the way of the dodo. It was a system that has served us well through many versions of Europa Universalis, but we think we have something better.

The new concept reflecting unhappy subjects is called unrest. Unrest in a province will affect how quickly regiments and ships can be recruited there, but it has no direct impact on your economy, since we've introduced Local Autonomy to cover that side of the ledger.

Every province is aligned with one possible rebel faction. Each month, every province has a chance (depending on its unrest level) to see an increase in the progress of an uprising from the local rebels. When the progress reaches 100%, the faction rises up in revolt with as many stacks it has support for, and the unrest is reduced in those provinces - they have expressed their anger through arms and it's up to you to put them down.

Because unrest can happen anywhere, building courthouses and employing theologians is now a good strategy to reduce general unrest, not to mention adopting a few policies to placate the masses. The old tyrannical standby of Harsh Treatment now targets rebel factions instead of provinces and reduces the progress towards an uprising from that faction at a cost in MIL points, scaled to the size of this particular rebel faction. This change means we should get less micromanagement and more direct control of popular satisfaction in the hands of the player.

There is also no longer a distinction between accepted and enforced demands from successful rebellions. A rebel faction's demands are always the same.

In a more positive change, any Rebels that are friendly to you, either through culture or support will lift Fog of War for you.
[video=youtube;kIfOjkB17BA]https://www.youtube.com/watch?v=kIfOjkB17BA[/video]
 

Stgerlachus

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Since you can't annex marches they should also cost no diplomatic relations when a march. It would be more like a protecorate then a vassal so you shouldn't have to have a diplo relation. That just makes it really stressed on the diplo relations since you can' t annex them and then you take a a huge relation hit so you will have to wait a long time to annex them.

The problem with that is that they would become insanely OP. You could vassalise the entire planet without ever having to worry about losing DIP power, or for that matter need any ADM to core lands. It would make WC trivial.
 

Sesqui

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Does this mean Greek culture will be by itself in the Byzantine culture group? Or will it be added to the South Slavic culture group to make a Balkan culture group?
 

murlocmancer

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The problem with that is that they would become insanely OP. You could vassalise the entire planet without ever having to worry about losing DIP power, or for that matter need any ADM to core lands. It would make WC trivial.

I thought about it and that is true. And honestly who needs four allies? Thought about the benefeits and I think it is pretty cool. Curious to see if they will give them some ideas that support marches since they won't get the benefeit of "vassal income +25%" or even diplomatic annexation cost really.
 

Hiram_Maxim

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Does this mean Greek culture will be by itself in the Byzantine culture group? Or will it be added to the South Slavic culture group to make a Balkan culture group?

It's not impossible that the Byzantine culture group will be dissolved altogether and Greek will be moved into the same group as Turkish to simulate the ease with which the Ottomans governed Greece (Greek was the Empire's second language of administration.)
 

mgoetze

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However, they get a 25% bonus to manpower,
So a typical vassal could get 10,625 max manpower instead of 10,500? Or what exactly do you mean by "25% bonus"?
 

vertinox

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Keep up the awesome work! Its almost if you have a brand new game every 6 months. :D
 

josh127

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Unrest seems like a good idea, a lot of people have asked for this type of a system. It'll be interesting to see what all impacts unrest and how. For instance, is OE going to create a global impact to every type of rebel? If you have unrest building up, will there be ways to actively try to bring it down (placating the masses)? Yes, I see Theologian, Courthouses, and Policies, but how will that work? I mean, I don't always have a Theologian available. Courthouses require a few buildings to reach, is that just to lower unrest in a single province? Policies can be expensive, plus, it takes a good chunk of time to get to them (assuming they even exist on a reasonable combination of idea groups for your specific game).

In CK2 there are lots of ways to deal with factions in an active way. I'm not seeing much of that here. Still sounds like an improvement to the current system, but it sounds like something that will be several patches down the line before it has a chance to balance out decently.