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Good morning all. I'm in a bit of a daze, having spent the better chunk of last week plotting, backstabbing, frontstabbing and otherwise pushing Persian national interests at the EUIV Grandest LAN Party in Poland. It was an incredible event and a personal highlight of the year. As first act of returning to normal everyday game dev life in Sweden, I'm bringing you another Development Diary. Today we will look at a variety of features, both free in the 1.23 Persia Update and part of the accompanying Cradle of Civilization expansion.

Firstly, a free addition to the game is that we have added Religions and Cultures to Advisors, Rulers, Heirs and Consorts. Depending on where your advisors spawn from, they will have that province's religion and culture, which will be immediately visible next to their portrait, with the icon of that religion, and a star indicating if their culture is primary, promoted or otherwise.

advisors.jpg


Ruler, Heir and Consort cultures and religions will be visible in their tooltips and will primarily be that of their nation, but there are events, both new and revisited old ones to spawn certain peoples and show interactions between various faiths and cultures in your Court.

merchant.jpg

Does the state really need the money?

turks in court.jpg



Now while the Culture and Religion in your court is available for all nations, let's look at a nation where historically this mattered a lot: Mamluks.

Mamluks now have their titular unique Government type: The Mamluk Government, where the ruling class' culture is of great importance. The Mamluks do not get heirs or consorts but always get a new Sultan on Monarch death. The Mamluks nation will decide if they would like to be governed by a Sultan from their own cultures' lands or take a slave ruler from further afield. Historically and in our setup, they will be able to bring in Circassian rulers, who are seen to have high legitimacy over ruling the nation, but you can elect to choose a ruler from lands of other cultures within your nation. While these Sultans will have lower legitimacy, scaling with the amount of your culture lands they have, they will have another advantage in using their Cultural Interactions.

mamluk succession.jpg


Each year the Mamluk Government will gain 3+ruler ADM/DIP/MIL stat for each of their cultural interactions which can be used as follows:
  • ADM Action: Promote [ruler culture] in Government
    • Gain -5% all power cost for 1 years.
  • DIP Action: Sell off [ruler culture] slaves
    • Gain ( Development of ruler’s culture * 2 *current Age ) ducats
  • MIL action: Recruit from [ruler culture] lands
    • Gain ( Development of ruler’s culture land * 50 * current Age ) manpower
So while a home-grown Sultan may start with low legitimacy, you may prefer them over a more stable alternative to get more out of your interactions. Additionally, spreading and conquering certain cultures may be of more interest for the Mamluks.

egyptian slaves.jpg


Additionally, the Mamluk Government itself will give +2 to all Sultans' ADM stat, and allow extra cultures to be promoted, depending on the Government Rank of the nation. Promoting cultures is also 50% cheaper for a nation with Mamluk Government. Now I say "a nation with Mamluk Government" instead of just "The Mamluks" because an Iqta nation who holds Cairo while the Mamluks have been wiped out can adopt the Government for themselves.

Speaking of Iqtas, them themselves will see a change in Cradle of Civilization. an Iqta nation will have incentive to have subjects by way of their Taxation Policies. Every 20 years an Iqta nation can set their Taxation policies and gain a lump-sum of resources depending on their subjects' development and a modifier on the nation for the duration of the policy.
  • Efficient tax farming: +15% National Tax Modifier, +2*total subject development ducats
  • Land Acquisition: -5% Core creation cost, +50*total subject development manpower
  • Lenient Taxation: -15% Subject Liberty Desire, +1 diplomatic Reputation
Iqta Timmy.jpg


It has been speculated before but yes, Timurids no longer start out as a Steppe Nomad. They are an Iqta with a large amount of subjects and foreign cores. They start at Empire rank to boot.

So that's our lot today. Changes in the Courtroom as part of the Persia Update, with Mamluk Government's Culture Interactions and Iqta Taxation Policies with the Cradle of Civilization Expansion. Next week we'll look at something completely different.

Since our Dev Clash ended last week, our team is enjoying a break from Tuesday hostilities and, depending on whome, are busy enjoying their reflection in their trophy. Tuesday Dev Clashes will return in a few weeks.
 

SPAMbuca

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Very interesting changes on the Mamluks. I would definately like to play them next update. I hope there will be new achievements for them as I don't think they had a nation specific achievement yet.


Apart from some extra events and flavour options, the culture of advisors and consorts don't do much for non Mamluk nations right, or did I miss something? Will you guys look to expand on consort/advisor culture later on?
 

oim8

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Do tribal federations have access to tributaries? Because if you're modelling them after the nomadic-pastoral sheep states, they should.
 

Thorfindel

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@DDRJake Am I right in assuming you pick your leader blind, without insight on their stats? With the loss of heirs, this makes the Mamluks a lot more fickle and RNG dependent in terms of ruler stats compared to most other government type. Even Monastic orders can try to kill off their crappy 'heirs' by making them leaders of armies.
 

Dsingis

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I like what I'm seeing, but am I assuming correctly, that advisor religion and culture have no effect on their effeicency, or cost, and instead just influence some events, that may or may not change the heir's religion or culture?
 

mag_zbc

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Does advisor culture and religion actually mean something? For example Natural Scientist of non-accepted culture gives only +8% production efficiency instead of +10%?
 

Dracolithfiend

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No special mamluk troops?
 

Me_

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Intriguing. I wonder how well this will interact with all the existing events.
 

johnleeyx

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Mamluks now have their titular unique Government type: The Mamluk Government, where the ruling class' culture is of great importance. The Mamluks do not get heirs or consorts but always get a new Sultan on Monarch death. The Mamluks nation will decide if they would like to be governed by a Sultan from their own cultures' lands or take a slave ruler from further afield. Historically and in our setup, they will be able to bring in Circassian rulers, who are seen to have high legitimacy over ruling the nation, but you can elect to choose a ruler from lands of other cultures within your nation. While these Sultans will have lower legitimacy, scaling with the amount of your culture lands they have, they will have another advantage in using their Cultural Interactions.

Turkish Mamluks with 281 dev x everything incoming. just a quick question - is this event dynamic as it assumes that Syrian Mamluks will always be in the country? Let's say they lose all their syrian clay to the Ottomans, will the option still appear?
 

Grand Historian

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As the Timurids start out as an Iqta now, has their techgroup been changed to reflect it as well?
 

Groogy

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@DDRJake Am I right in assuming you pick your leader blind, without insight on their stats? With the loss of heirs, this makes the Mamluks a lot more fickle and RNG dependent in terms of ruler stats compared to most other government type. Even Monastic orders can try to kill off their crappy 'heirs' by making them leaders of armies.
No you can't see the stats but since you get the +2 ADM it is super low chance of getting only 3 in ADM meaning you'll more likely end up somewhere around 5-6 like Prussian Monarchy does for Prussia.

When I play I seem to most of the time get only god rulers as Mamluks. Though of course sometimes I get unlucky and I get a 0 in like diplomacy.
 

johnleeyx

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Firstly, a free addition to the game is that we have added Religions and Cultures to Advisors, Rulers, Heirs and Consorts. Depending on where your advisors spawn from, they will have that province's religion and culture, which will be immediately visible next to their portrait, with the icon of that religion, and a star indicating if their culture is primary, promoted or otherwise.

Regarding the event in the pic, does France start out with any Turkish clay in 1444 or was that manipulated by console?
 

DominusNovus

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I was really hoping to learn more anout the ability to train advisors, which you guys haven't announced uet, even though the advisor screenshot shows the buttons that do it (the star medallions right next to the ‘fire advisor’ buttons).
 
Last edited:

masterui

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  • Europa Universalis IV
Pretty nice changes and additions overall.

I still don't like the big "spend mana for bonuses" buttons though. It feels shallow and game-y, but at least the Iqta's taxation policies sound interesting, a pity that said taxation is represented in lumps instead of it being associated to modifier for your subjects.