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EU4 - Development Diary - 18th of September 2018

Hello! We have a lot to get through today as I’ll be unveiling the majority of the new content coming in the free 1.27 ‘Poland’ update. Let’s get to it:

As the name implies, much of the new content in the Poland update is focused on Poland itself.

poland.png


We’ve given the map a facelift to reflect not only the 1444 Polish-Lithuanian-Mazovian borders but also the later partitions. Here we can see several additional provinces including Chelm rudely protruding into Lithuania.

The Polish mission tree has also been expanded. This tree will help you on your way to restoring the Jagiellonian empire through personal unions, as well as avenging the defeat at Varna and of course investing in Eastern Poland. The mission tree expands when you form the Commonwealth.

A new event chain - The Prussian Confederation - puts the Teutonic Order in a precarious position in 1444. If the Teutons are unable to deal with its unruly citizens quickly, Poland may take the opportunity to march in to restore order.

lithuania.png


Here we see the new province layout for Lithuania. Its previously oversized provinces have been split up into smaller chunks, and a fort in Lubnie makes Ruthenia more defensible against Russian aggression.

Lithuania's newly expanded mission tree focuses on the development of Ruthenia, and can also lead to a union over Poland and Muscovy.

We’ve added some new national ideas to minor nations in this region, displayed below:

Rigan Ideas

Code:
RIG_ideas = {
    start = {
        garrison_growth = 0.25
        development_cost = -0.1
    }
    bonus = {
        manpower_recovery_speed = 0.2
    }
    trigger = {
        tag = RIG
    }
    free = yes
    rig_legacy_of_bishop_albert = {
        papal_influence = 2
        monthly_fervor_increase = 0.25
        church_power_modifier = 0.1
    }
    rig_hanseatic_port = {
        trade_efficiency = 0.1
    }
    rig_monopoly_rights = {
        global_own_trade_power = 0.25
    }
    rig_denounce_witchcraft = {
        global_missionary_strength = 0.02
    }
    rig_free_city = {
        diplomatic_reputation = 1
    }
    rig_fortify_riga = {
        defensiveness = 0.2
    }
    rig_restore_brothers_of_the_sword = {
        discipline = 0.05
    }

rig_legacy_of_bishop_albert:0 "Legacy of Bishop Albert"
 rig_legacy_of_bishop_albert_desc:0 "Bishop Albert founded Riga in 1201, establishing many of its institutions. Establishing the city not only as a center of commerce and trade, Bishop Albert also ensured that Riga would be a city of faith. "
 rig_monopoly_rights:0 "Monopoly Rights"
 rig_monopoly_rights_desc:0 "Treaties have long held that all trade in Livonia must pass through Riga. As borders change and old agreements are forgotten, we must ensure that our trade monopolies are protected."
 rig_hanseatic_port:0 "Hanseatic Port of Riga"
 rig_hanseatic_port_desc:0 "Riga is recognized as a Hanseatic port, and many wealthy and influential merchants call it home. We should take advantage of the League's mercantile expertise as we craft our economic policies."
 rig_denounce_witchcraft:0 "Denounce Witchcraft"
 rig_denounce_witchcraft_desc:0 "We must always be on the watch for witches that hide among us. Their malicious influence can be found almost everywhere in these troubled times; that seemingly-frail old woman, this sinister black cat, even the statue of the Virgin must not elude our watchful eyes. But wait, did that statue just look at me? Let's see if it floats!"
 rig_free_city:0 "Free City of Riga"
 rig_free_city_desc:0 "We cannot look only to the Hansa and the knightly orders to protect us. Emissaries should be sent to the German princes and even to the Emperor himself to guarantee Riga's freedoms."
 rig_fortify_riga:0 "Fortify Riga"
 rig_fortify_riga_desc:0 "Riga is no stranger to having to endure a siege. But with the likelihood of more conflict to come, we should take measures to fortify the city against whatever enemies may be marching toward us."
 rig_restore_brothers_of_the_sword:0 "Restore the Brothers of the Sword"
 rig_restore_brothers_of_the_sword_desc:0 "The Livonian Brothers of the Sword have fallen far since their inception. It is our duty to revive this Knightly Order and reform it into an army worthy of God's favor."
}

Chernigov Ideas

Code:
CHR_ideas = {
    start = {
        land_morale = 0.1
        global_regiment_cost = -0.1
    }
    bonus = {
        state_maintenance_modifier = -0.15
    }
    trigger = {
        tag = CHR
    }
    free = yes
    chr_legacy_of_the_old_principality = {
        max_states = 3
    }
    chr_cossack_regiments = {
        cavalry_power = 0.15
    }
    chr_regimental_barracks = {
        global_manpower_modifier = 0.2
    }
    chr_konotop_fortress = {
        defensiveness = 0.15
    }
    chr_local_councils = {
        global_unrest = -2
    }
    chr_renovate_transfiguration_cathedral = {
        tolerance_own = 2
    }
    chr_cultivate_the_east_dniepr = {
        trade_goods_size_modifier = 0.1
    }
}
chr_legacy_of_the_old_principality:0 "Legacy of the Old Principality"
 chr_legacy_of_the_old_principality_desc:0 "Chernigov was once the largest principality in Kievan Rus, and second in political importance only to Kiev itself. We are no strangers to the administration of lands that stretch far beyond our capital."
 chr_cossack_regiments:0 "Field Cossack Regiments"
 chr_cossack_regiments_desc:0 "We must adapt to the new reality of the steppes; the growing influence of the Cossacks. We must make agreements with them that guarantee their autonomy while ensuring their military service to the state."
 chr_regimental_barracks:0 "Expand Regimental Barracks"
 chr_regimental_barracks_desc:0 "To house both our native soldiers and the Cossack regiments we employ, we must expand our regimental barracks and implement a formal system of recruitment."
 chr_konotop_fortress:0 "Konotop Fortress"
 chr_konotop_fortress_desc:0 "We must construct a new fortress along the banks of the Konotopka river. It shall be a modern bastion, utilizing the latest engineering techniques and a model for our future fortification efforts."
 chr_local_councils:0 "Local Governance Councils"
 chr_local_councils_desc:0 "The needs of each locality in our realm can differ wildly, and it can be difficult to administer them with a common policy. We should encourage local councils to govern themselves to an extent so that they can attend to their own needs."
 chr_renovate_transfiguration_cathedral:0 "Renovate the Transfiguration Cathedral"
 chr_renovate_transfiguration_cathedral_desc:0 "As the oldest remaining structure in the city, the Transfiguration Cathedral is a reminder of past glories as well as a symbol of our enduring faith. The Cathedreal should be renovated, symbolizing a renewal of our ambitions and spiritual dedication."
 chr_cultivate_the_east_dniepr:0 "Tame the Grasslands"
 chr_cultivate_the_east_dniepr_desc:0 "The left bank of the Dnieper could be the breadbasket of Europe, if only the wild grasslands could be tamed. We must invest in the region's cultivation so that its full potential can be realized."

Cossack Ideas

Code:
cossack_ideas = {
    start = {
        global_unrest = -2
        loot_amount = 0.25
    }
    bonus = {
        shock_damage = 0.1
    }
    trigger = {
        has_reform = cossacks_reform
    }
    free = yes
    cossacks_escaped_serfs = {
        manpower_recovery_speed = 0.2
    }
    cossacks_hetmanate = {
        republican_tradition = 0.5
    }
    zaz_steppe_riders = {
        # as the ZAZ idea, land attrition
    }
    cossacks_insults = {
        power_projection_from_insults = 1
    }
    cossacks_military_society = {
        army_tradition = 0.5
    }
    cossacks_free_the_serfs = {
        years_of_nationalism = -5
    }
    cossacks_registered = {
        possible_mil_policy = 1
    }
}
cossacks_escaped_serfs:0 "Escaped Serfs"
 cossacks_escaped_serfs_desc:0 "Many among the Cossacks were born into serfdom. Tired of feudal oppression, they fled their masters and sought lives of freedom on the steppes. We must continue to welcome escaped serfs into our society."
 cossacks_hetmanate:0 "Cossack Hetmanate"
 cossacks_hetmanate_desc:0 "There are no kings or khans among the Cossacks. Our Hetman may be our highest military commander, but in matters of state and society he is simply the first among equals. Political power lies in the Rada, our legislative and military assembly, in which all Cossacks can have their say."
 cossacks_insults:0 "Scornful Insults"
 cossacks_insults_desc:0 "A biting insult is often more effective than a carefully-worded missive. We know who our enemies are, and we have no fear of their armies. Thus we should not hesitate to tell them to kiss our arse!"
 cossacks_military_society:0 "Military Society"
 cossacks_military_society_desc:0 "There is almost no division between civil and military society among the Cossacks. Our nation is a Host, defined by its people rather than by the land we control, and its people are warriors. We must ensure that military divisions properly meet our administrative needs as the Host expands."
 cossacks_free_the_serfs:0 "Free the Serfs"
 cossacks_free_the_serfs_desc:0 "No man should suffer tyranny in a Cossack realm. When we conquer new territories, the serfs, peasants, and slaves there must be liberated immediately and integrated into our great Host."
 cossacks_registered:0 "Cossack Registers"
 cossacks_registered_desc:0 "As the ranks of our Host swell, we must keep account of the strength of each regiment, their numbers and how well they are supplied. A centralized registry will allow us to support the needs of all Cossacks."

romania.png


The Romanian nations, Wallachia and Moldavia, have each seen their starting province count increase from 3 to 5.

The new Romanian mission tree guides the player toward building a coalition against the Ottomans and driving them from the Balkans; they can even impale the Sultan himself.

Speaking of impalement, Vlad the Impaler is very likely to show up after his father’s death to sow violence and mayhem against any who dare oppose him.

We haven’t forgotten to add some flavour to Moldavia either; Moldavia is now an independent nation guaranteed by Poland. Early in the game an event chain will have Prince Roman, exiled in Poland, attempting to seize the throne. This will decide Moldavia’s fate as a march under Poland or Hungary or as an independent nation.

tartar.jpg


The Tatar hordes have had their mission tree greatly expanded. No longer limited to the conquests of Russia and Ruthenia, the Tatar missions will lead the player through the bloody conquest of the former Mongol Empire.

Speaking of which...

mongol.png


The Mongol Empire is a new formable tag with some very steep requirements. You’ll have to conquer the majority of Genghis Khan’s empire, having first formed Yuan, the Golden Horde, or the Ilkhanate. Should you succeed in this herculean task, you’ll be rewarded with the new Great Mongol State government reform (or government type for non-Dharma owners). The Great Mongol State functions very much like a steppe horde without many of the drawbacks, but its greatest advantage is the ability to recruit Banner units from primary culture provinces in the style of the Manchus.*

* Availability of Banner units is dependent on owning Mandate of Heaven; this feature will otherwise be replaced with a discipline bonus.

Here's some more national ideas:

Crimean Ideas

Code:
CRI_ideas = {
    start = {
        ae_impact = -0.1
        leader_land_manuever = 1
    }
    bonus = {
        core_creation = -0.25
    }
    trigger = {
        tag = CRI
    }
    free = yes
    cri_genghisid_legacy = {
        cavalry_power = 0.2
    }
    cri_slavers = {
        global_own_trade_power = 0.15
    }
    cri_ruthenian_raids = {
        loot_amount = 0.25
    }
    cri_despoilers = {
        leader_land_shock = 1
    }
    cri_free_cattle_grazing = {
        production_efficiency = 0.1
    }
    cri_settle_the_steppes = {
        build_cost = -0.1
        manpower_recovery_speed = 0.1
    }
    cri_allow_nogai_protectorates = {
        global_manpower_modifier = 0.25
    }
}

cri_genghisid_legacy:0 "Genghisid Legacy"
 cri_genghisid_legacy_desc:0 "Our forefathers rode with Genghis Khan as he ravaged the known world. We have kept our military traditions alive and continued to be ruled by Khans who claim descent from the Genghisid line."
 cri_slavers:0 "Slavers of the Steppe"
 cri_slavers_desc:0 "There is a fortune to be made from the slave trade; unwitting Christians who fall into our grasp fetch a high price in Turkish, Arabian, and Persian markets."
 cri_ruthenian_raids:0 "Lead Raids into Ruthenia"
 cri_ruthenian_raids_desc:0 "We must continue to lead raids into the heart of Ruthenia. Though the region is more destitute than it was in the time of Genghis Khan, we are skilled at extracting plunder and tribute from the terrified villagers."
 cri_despoilers:0 "Despoilers"
 cri_despoilers_desc:0 "Our raiders strike rapidly and without warning. Utterly unable to anticipate our attacks, our enemies will surely cower before us."
 cri_free_cattle_grazing:0 "Free Cattle Grazing"
 cri_free_cattle_grazing_desc:0 "We place no restrictions on pastoral farmers for the grazing of their great herds of horses and cattle. Herders are free to go about their business as they wish, able to traverse the steppe safely and trade freely."
 cri_settle_the_steppes:0 "Settle the Crimean Steppe"
 cri_settle_the_steppes_desc:0 "It is time that we established more permanent settlements. We should identify suitable locations to establish these settlements, making sure to take into account the flow of trade and the most defensible terrain."
 cri_allow_nogai_protectorates:0 "Accept Nogai Protectorates"
 cri_allow_nogai_protectorates_desc:0 "Several of the Nogai tribes to the west seek our protection. We should take them under our wing, guaranteeing the safety of their people in exchange for their military service."

Ilkhanate Ideas

Code:
ILK_ideas = {
    start = {
        cavalry_power = 0.2
        cavalry_cost = -0.15
    }
    bonus = {
        cavalry_flanking = 0.5
    }
    trigger = {
        tag = ILK
    }
    free = yes
    ilk_restored_ilkhanate = {
        legitimacy = 1
        horde_unity = 1
    }
    ilk_favor_sufism = {
        tolerance_heretic = 2
    }
    ilk_persian_language_at_court = {
        num_accepted_cultures = 1
    }
    ilk_yam_networks = {
        movement_speed = 0.15
        envoy_travel_time = -0.25
    }
    ilk_mongol_peace = {
        years_of_nationalism = -5
    }
    ilk_patronize_observatories = {
        technology_cost = -0.05
    }
    ilk_recruit_turkoman_gunners = {
        fire_damage = 0.1
    }
}
ilk_restored_ilkhanate_desc:0 "The Ilkhanate was originally established to secure Mongol rule over Persia in 1256. Many who have sought to rule Persia since have sought legitimacy by claiming descent from Genghis Khan, but our nation is a true revival of the first Ilkhanate. None can question our right to rule."
 ilk_persian_language_at_court:0 "Persian Language at Court"
 ilk_persian_language_at_court_desc:0 "Promoting a single language for use at court and within the state bureaucracy has clear advantages. Many of our elites have already adopted Persian as a second language, recognizing it as a prestigious and generally understood tongue throughout the Muslim world."
 ilk_yam_networks:0 "The Yam"
 ilk_yam_networks_desc:0 "Genghis Khan established a system of relay stations, supply networks, and intelligence gathering to be employed across the Mongol Empire to ease the burdens of governing an empire spanning thousands of miles across. We should restore the Yam so that our armies and envoys can travel efficiently through the realm."
 ilk_mongol_peace:0 "Mongol Peace"
 ilk_mongol_peace_desc:0 "Those who submit willingly to the Ilkhan can be sure that they will enjoy his protection. As word spreads of our benevolent and tolerant rule, resistance to our conquests will surely subside."
 ilk_patronize_observatories:0 "Patronize Observatories"
 ilk_patronize_observatories_desc:0 "The first incarnation of the Ilkhanate heavily patronized the study of the heavens, funding observatories and inviting renowned astronomers to court. We should emulate our forebears' love of the sciences by restoring the old observatories."
 ilk_favor_sufism:0 "Favor Sufism"
 ilk_favor_sufism_desc:0 "When our ancestors converted to Islam, they preferred the mystical teachings of Sufi scholars to the sectarian politics of the conventional Ulema. We should invite such scholars to court and promote a tolerant policy towards all Muslims in our realm."
 ilk_recruit_turkoman_gunners:0 "Recruit Turkoman Gunners"
 ilk_recruit_turkoman_gunners_desc:0 "It would be foolish to ignore the services offered by the Turkoman soldiers who have begun to settle in our realm. Handheld firearms are the future of warfare, and these Turkomans have mastered that art."

venice.png


Finally, a new batch of government reforms will shortly be available to Dharma owners.

Venetian Government (also available as a government type to non-Dharma owners) is a special variety of Merchant Republic with a new kind of election: Lottery. In governments with Lottery election, corruption is reduced, rulers rule for life, are generated to be much older, and have weighted random stats. Elections occur only when the ruler dies. In an election, you are presented with 3 candidates each of which would cost Republican Tradition to elect directly. Alternatively, you can let the Lottery decide and one of the three candidates will be chosen at random for no republican Tradition cost.

For those of you not playing as Venice, the new Sortition government reform will enable Lottery elections for any Republican nation.

At a disturbingly late point during development, we realized that we already had a government reform named Sortition and realized we needed to replace it. We came up with 2 new reforms in the 9th tier for Republican governments:

Appointment by Committee reduces advisor costs and allows an extra possible advisor.

Bureaucratic Apparatus reduces minimum autonomy in Territories.

Last but not least, we’ve added 2 new government reforms for Indian nations, available for all nations with the Marathas and Rajputs estates respectively:

Permanent Marathas Council gives +5% discipline, and changes the Recruit Advisor interaction to instead spawn a general with +1 shock. Enacting this reforms will make the Marathas more loyal and influential, while having the opposite effect on the Nobles.

Governmental Purbias Register gives +5% morale recovery speed, and changes the Enlist Purbias interaction to give both fire damage and extra discipline to your Rajput regiments. Enacting this reforms will make the Rajputs more loyal and influential, while having the opposite effect on the Nobles. Rajput regiments themselves have been rebalanced to now have -25% Army Drill Decay, -50% Reinforce Cost, and 5% Morale as a base.


That’s all for today! Next week @DDRJake will be revealing the full 1.27 changelog. In the meantime, I’ll be available in this thread to answer questions on the upcoming content.
 
Last edited:
Finally!I am Romanian and seeing my nation get more love, it's just astonishing!It's much better with Wallachia and Moldavia, which were previously really weak.Now they actually have focus trees and more provinces!First game I am going for is a Moldavia/Wallachia game.After that a Poland/Lithuania game.Fantastic update guys, keep it up!
 
Very good work!

Have you considered adding some kind of event/province modifier for Vilnius to get some tolerance of heathens or perhaps goods produced? as historically Vilnius was a residence for many Jews, many of which were skilled craftsmen. It was sometimes referred to as Jerusalem of the North.
 
I like Economical missions of Poland. Some missions starts when Commonwealth coming. I wont say nothing more:). But in this patch I love Prussian Confederation and Random Moldavia March. In the future I will happy if the will be more interactions like that beetween countrys. I hope someday Poland wil get more events like (Copernicus) and better disasters. Famous cheaps persons could come from provences and better bonuses too.
 
@Danny22726

Code:
    restore_ilkhanate_decision = {
        major = yes
        potential = {
            normal_or_historical_nations = yes
            NOT = { has_country_flag = formed_ilkhanate_flag }
            was_never_end_game_tag_trigger = yes
            OR = {
                ai = no
                is_playing_custom_nation = no
            }
            OR = {
                culture_group = tartar
                culture_group = altaic
            }
            capital_scope = {
                region = persia_region
            }
            has_reform = steppe_horde
            NOT = { tag = TIM }
            NOT = { tag = PER }
            NOT = { tag = PAP }
            NOT = { tag = HLR }
            NOT = { tag = ROM }
            NOT = { tag = MUG }
            NOT = { tag = ARB }
            NOT = { dynasty = "Timurid" }
        }
        provinces_to_highlight = {
            region = persia_region
            NOT = { owned_by = ROOT }
        }
        allow = {
            NOT = { exists = ILK }
            is_free_or_tributary_trigger = yes
            is_at_war = no
            persia_region = {
                type = all
                owned_by = ROOT
            }
        }
        effect = {
            change_tag = ILK
            add_country_modifier = {
                name = "centralization_modifier"
                duration = 7300
            }
            add_prestige = 25
            if = {
                limit = { has_custom_ideas = no }
                country_event = { id = ideagroups.1 } #Swap Ideas
            }
            set_country_flag = formed_ilkhanate_flag
        }
        ai_will_do = {
            factor = 0
        }
    }
}

So yes, looks like you have be a horde to form it.
 
Hello, i think u should completely change these things in the future:

1 When playing as muslim nation, i can't go through Mystiszm because there are lack of events about legalizm/mystiszm and everytime i declare war on someone, my legalism improves. There are not much muslim countries in the game and i think it is pointless to go through mystiszm/legalism when i declare war on someone. So me and i believe any player can't reach %100 mystiszm and get morale+missionary bonus.

2 We need to make states to convert provinces and that makes "One Faith" achievement impossible. I think u should change this back or at least give more states available to countries. It burns huge amount of admin points just to convert provinces.

3 Aggressive Expansion penalty should be considered by the distance of capital but not for neighboring provinces. Venice and Genoa always joins to coalition against Ottomans because their provinces around anatolia. But their capitals are in italy and they even get angrier than other neighbours around Ottomans.

4 Yavuz Sultan Selim (II) conquered entire egypt of Mamluks with one war. However we must fight againts them over and over to conquer. There should be some quests for easy conquests as historical events.

Thank you for reading this.
 
Hello, i think u should completely change these things in the future:

2 We need to make states to convert provinces and that makes "One Faith" achievement impossible. I think u should change this back or at least give more states available to countries. It burns huge amount of admin points just to convert provinces.

3 Aggressive Expansion penalty should be considered by the distance of capital but not for neighboring provinces. Venice and Genoa always joins to coalition against Ottomans because their provinces around anatolia. But their capitals are in italy and they even get angrier than other neighbours around Ottomans.

4 Yavuz Sultan Selim (II) conquered entire egypt of Mamluks with one war. However we must fight againts them over and over to conquer. There should be some quests for easy conquests as historical events.

Thank you for reading this.

2) One faith has been done with the current set-up (actually it was done without the religion finisher allowing conversion of territories). Git gud.

3) No, your neighbors paying attention to your expansion makes perfect sense, learn to manage your AE

4) There used to be a sequence that emulated it but it was actually a bad idea to do as the Ottoman player as it incurred massive AE AND huge OE even if you immediately released every vassal possible. Crushing the Mameluks isn't all that difficult as it stands, especially if you do it properly by using a released Syrian vassal to dramatically cut AE and OE from the first couple of wars. Yes, it takes longer to finish the job than the all at once option but the first war is still the only remotely challenging one.