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Europa Universalis IV - Development Diary 26th of September 2023 - Byzantium

On the 13th August 2013, EU4 was released to the public - and with it a small little event pack called “Purple Phoenix” for a country whose popularity was almost uncanny even back then. Over the ten years, this popularity did not stop but rose further and further, and now it is one of the main three focus points of King of Kings.

Welcome to today’s Development Diary which is all about the one country you guys have been looking forward to the most: Byzantium. Hardly in need of any more introduction on the country, as every single patch of EU4 has at least one video tutorial dedicated to the remnant of the Roman Empire. So without further ado, let us jump into the content we can expect for Byzantium in 1.36.

So first thing first: the setup of Byzantium. The province change has been somewhat spoiled already, but I will mention it here nonetheless to confirm it: yes, Mesambria is now part of Byzantium and it will have the Bulgarian core on it:
img1.png


Another change is the adjustments on the stats of its heir, Konstantinos Palaiologos. Although the empire did eventually fall under his rule, it was not anything he could have prevented, and as such the stats he had were a bit unfair considering his experiences as the past Despot of Morea. He is now a 5/2/3!

Speaking of Morea, the area of Morea now starts with +25% Local Autonomy to represent the kinsmen of the Byzantine Emperors ruling over this part of the empire.

Another point of Byzantine adjustments is their ideas. While their +3 TotF and 3% Missionary Strength make them a strong religious country, the rest of their ideas are relatively underwhelming. As Byzantium is an end-game tag it felt kind of justified to balance their ideas a bit better out. Additionally, it is a nice reward for players who survive the early years.

These are the new ideas (Ideas with a # at the start are the modifiers that used to be there pre-1.36):
Code:
BYZ_ideas = {
    start = {
        advisor_cost = -0.10
        improve_relation_modifier = 0.2
        #tolerance_own = 3
    }
 
    bonus = {
        tolerance_own = 3
        #prestige = 1
    }
 
    trigger = {
        tag = BYZ
    }
    free = yes
 
    repopulation_of_countryside = {
        global_trade_goods_size_modifier = 0.1
        #merc_maintenance_modifier = -0.15
    }
 
    byz_roman_empire = {
        core_creation = -0.25
        #global_manpower_modifier = 0.1
        #global_trade_goods_size_modifier = 0.05
    }
 
    ecumenical_patriarch = {
        global_missionary_strength = 0.03
        yearly_patriarch_authority = 0.003
        #global_tax_modifier = 0.1
    }
 
    byz_corpus_iuris_civilis = {    #Replaces byz_admin_power for Purple Phoenix events
        reform_progress_growth = 0.2
        #stability_cost_modifier = -0.1
    }
 
    byz_protect_the_frontiers = {
        defensiveness = 0.15
        #global_trade_power = 0.1
    }
 
    byz_strategikon = {
        discipline = 0.05
    }


    new_imperial_army = {
        global_manpower_modifier = 0.15
        #global_missionary_strength = 0.03
    }
}

With that out of the way, let’s talk for a moment about the intentions for Byzantium. I mentioned in the Persia Development Diary that countries that receive content tend to become a lot easier than they used to be, hence Ardabil received explicitly nothing that could trivialize their early game.

Byzantium is another candidate where we explicitly want it to be a fight for survival. Because of that, the Byzantines will now start with 4 privileges which are more curses than blessings to you:
img3.png

Note: That privilege increases the starting opinion of the Papal State of you by 125. More to it later.
img4.png

Note: The Morale Reduction is only present if you have King of Kings active as the mission tree will give you Land Morale modifiers over the course of the campaign to counteract this privilege.
img5.png

img6.png

All of the privileges with the exception of 'Reliance on Republics' can be removed through decisions. Both the starting privileges and the decisions are part of the 1.36 update.

Additionally to the penalties, the privileges also cause certain events to happen to your country. Our first example is the Union of Churches. Roughly 3 months into the game you get greeted with the following event in regard to the union:
img10.png

While revoking the privilege immediately would prevent the spawn of rebels further down the line, there is an argument to be made for keeping the privilege active as they can trigger the following event if you are in a defensive war against the Ottomans while having this privilege active:
img11.png
I don’t want to spoil this part as this should be rather experienced in your own playthrough. But a little teaser: the second option allows for a very different religious path for the Byzantines!

Moving on, the 'Tax Exemption' privilege also fires an event that can be an early game boon with a long-term penalty.
img12.png

Byzantium has been fitted with many early game events leading up to their eventual demise. While it would be lovely to showcase them all, we only have so much time. So here are a few:
img13.png

Note: that event is firing for the Ottomans. The follow-up event is triggered for the Byzantines.
img14.png

img15.png

img16.png

Also an event for the Ottomans in relation to the Byzantine content:
img17.png

One final thing to mention to make the early game even more of a challenge - the starting reform for the Byzantines has been adjusted with a new penalty… and a new mechanic (more to it later):
img18.png

img19.png

There is nothing more Roman than falling in the back of your countrymen in time of need for a chance to seize absolute power for yourself.

Now that we have the events through, it is time to take a look at the new mission tree for the Byzantines for the upcoming DLC:
img20.png

Note: with 55 missions in one playthrough, the Byzantine tree is the largest of the DLC.

First a few words about the general theme of the mission tree before going into detail: there are vastly different ideas of what is to be expected of a tree for Byzantium (a look into your local Steam Workshop is a fast way to see what I mean). Some would like to see the addition of Hellenism and a whole path revolving around it, others want a mission tree that revolves around the big “what if” questions of a modernized Byzantium that no longer tries to forge its own destiny independently from the Roman legacy.

While all of these ideas are great ones to explore, we have decided to focus on the one path which is generally the one accepted by the majority of the player base which is the ambition of restoring the Roman Empire. The goal was to keep the spirit of the Purple Phoenix mission tree and expand it with flavor so the reconquest of your empire feels like a bigger narrative than just good ol’ blobbing.

The mission tree is split into six parts:
  • A small defensive part with three missions revolving around reinforcing the Theodosian Walls and constructing the Hexamilion Wall
  • A large conquest part starting from “The Impending Doom”
  • A small trade part of the two missions “Peloponnesian Renaissance” and “Monemvasian Merchants”
  • An internal infrastructure part starting from “A Tarnished State” and “Promote the Emporoi”
  • A part about the military and administrative aspects of the Empire
  • And finally the religious part
As usual, I will start with the more obvious part which would be in that case the re-conquest missions. In this branch of the missions, you gain areas of permanent claims after another area of permanent claims. Notable within this branch is the theme of an evolving permanent modifier as a reward. Usually, you get the strong permanent modifier at the end of a mission path. Here, however, you get it early on, though in a very weak state:
img21.png

This modifier will then be further modified through follow-up missions:
img22.png

Finally merged into the finisher reward once you finish the conquest path of the mission tree which requests you to be the Roman Empire:
img23.png
The final version of the modifier at the end of your long spree of conquest has the following bonuses:
Governing Capacity: +300
Global Missionary Strength: +2%
Yearly Prestige: +1
Morale of Armies: +10%
Morale of Navies: +10%
Stability Cost: -25%

Of course, this part of the tree has more to offer than just a growing modifier though. Here are some other great highlights of the conquest part:
img24.png

img27.png

img28.png

Oh, while I am at it: the decision to form the Roman Empire has been adjusted.
img29.png

Note: this will retroactively affect the achievement "Mehmet's Ambition" too. Also, we might add some key provinces to the decision to be part of the Empire - depending on how these changes play out.
img30.png
In total, there are 475 provinces highlighted, and you will actually have to conquer MORE provinces than before. But at least you no longer have to subject yourself to the conquest of Mesopotamia anymore.

Moving on, the next part is about the walls of Constantinople:
img31.png

img32.png

img33.png

I should talk about the elephant in the room here: yes, the Theodosian Wall is a permanent province modifier instead of a unique monument. This is a choice that has been made because we want to spread out the monuments and the Theodosian Walls would be put on a province that already has two static monuments placed on it.

Anyhow, the defensive missions are relatively easy to achieve early game which can give you some significant months to survive the Ottomans.

Now let us take a small look at the small trading missions:
img34.png

Gemistos Plethon is the only, small nod to Hellenism you can expect from 1.36. For more information, I highly suggest checking out Third Odyssey.

With that out of the way, let’s continue with a more exciting part of the mission tree: the internal development and infrastructure missions:
img35.png

img36.png

img37.png

img39.png

And of course the map color in question:
img40.png
It is the color of the Roman Empire.

Continuing on with the religious part of the mission tree. Due to the Council of Florence and the religious policies enacted by the last Emperor, the public trust in the Patriarch and the government has crumbled. This mission branch focuses on rebuilding that trust, limiting the rivals, and eventually bringing the schism to an end. Beginning with the trust:
img41.png

img42.png

While also limiting the ever stronger Muscovy ambition:
img43.png

Restoring the Pentarchy:
img44.png

img45.png

img46.png

Note: this decision is usable every 25 years.

And of course, mending the Schism:
img47.png

Note: the mending will be significantly more difficult though as you must ensure that 300 provinces in Europe are Orthodox and in Orthodox hands. Fortunately, many provinces are already Orthodox. They just need a Roman hand to free themselves from the heretics.

And at last the military and administrative missions. The “Sea Fire” mission lets one already guess what it is all about. So once you finish it, your galleys get +10% combat ability for the rest of the game under the assumption that they are once again using the Liquid Fire.

Now before we continue with the branching missions, let us take a short look at a new mechanic added for Byzantium which is the Pronoia. This new subject type is available to countries with the Byzantine Autocracy, Reformed Byzantine Monarchy, the Roman Empire, and the Roman Republic government reforms.

Nations with Pronoia available will be able to convert their Vassals and Client States into a new type of subject, the Pronoia. The idea of the subject type is to provide military support during your wars. Pronoia Subjects get military bonuses and do not cost a diplomatic relation slot, but are limited by a new modifier – Number of Pronoiars.
The sources of the above include:
+1 per 100 Force Limit
+2 for “Reform the Pronoia System”

img48.png
+2-4 from Byzantine Missions and up to +6 from various idea groups (namely Offensive, Aristocracy, Espionage, Quantity, and Administrative)

As for how to establish and annex these subjects and what bonuses they give, I will let those images speak for themselves:
img49.png

img50.png

img52.png
After you ‘Retract Right to Inheritance’, the Pronoia will be annexed on their monarch’s death. We are looking forward to the “Pronoia Swarms”!

Anyway, back to the missions. Let us familiarize ourselves with the Theme System:
img53.png

As you can see, The Byzantine mission tree utilizes the same Preview System as Persia does: you can choose between a standing-army build or a mercenary, feudal build:
img55.png

First, let us begin with the Standing Army Build. With this rendition, you will be able to take stricter control over the Pronoia subjects that you have, opting for their quality:
img57.png
There is also a mission about the Varangian Guard, allowing you to bring this nearly-extinct guard back to life, making you into the real Lord of Varangian. Lastly, a final mission that gives your troops a bit more firepower while also making them cheaper by granting them +10% Land Fire Damage and -10% Land Maintenance Modifier.

The other branch focuses on building a military based on mercenaries and Pronoiar. The missions here will allow you to focus on the quantity aspect, while also providing bonuses to Mercenaries:
img56.png

img59.png
The final mission here gives an additional +50% Mercenary Manpower and +5% Mercenary Discipline.

Note: All the art is placeholder, as the new icons are currently WIP. All the numbers are also WIP and are subject to change.

That was it for this week. Thank you all for reading today’s Development Diary! My colleague @PDXBigBoss will continue next week with a hefty DD on Georgia, Armenia, and the Qoyunlus!

Before we say goodbye, we thought you'd enjoy a sequel to the most recent Byzantium Comic from FatherLorris:
ByzComicPt2.png
 

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A European state that historically was vanquished less than a decade into the game’s timeframe gets the biggest mission tree in a Middle East DLC?
and thats the best part about it XD
Jokes aside i cant see why people cant just be happy with good content for whoever it is... and thankfully for us the game starts at 1444 and not in 1454 so we get content for Byz...
 
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If you guys had only heard the sound I made when I saw this on the front page...it was like that episode of American Dad where the TV gets ruined on Thanksgiving and Steve gets called down to provide impromptu entertainment with his marionettes.

Eh, I'm kinda ok with the Hellenistic stuff being left out. At least you guys acknowledged Plethon. Overall, I'm very happy. This is more or less everything I hoped it'd be. Thanks for listening to my nagging over the years.

Only thing is I'd have Lesbos as a pronoia under the Byzantines, rather than a direct Genoese possession. The Gattilusi got that land from the Byzantines and marriage into the Palaiologoi.
 
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Oi, look, Syria exists from the start date now:
1695737818900.png

1695737583029.png

Aren't we supposed to make a choice either to release it as a vassal or tolerate the schenanigans of local governors as Mamluks?
 
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tbh AQ is my second favorite after Byz so i am excited for it as well... Let the blue boys rise in the middle east
Yeah same here, can't wait to see the epic tale of Uzun Hasan unfold next week. His story is simply forgeten today because of how fast the Ottomans made them collapse, and the only reason for this is their access to guns and artillery in a far better doctrine and technology then AQ. If war with the Ottomans never happened, conquest of Persia and maybe beyond would be imminent from how thunder fast Uzun was in his wars
 
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Shouldn't the province of Utrecht be included to the decision to restore Rome? I know it makes the borders look uglier, but Utrecht was part of the Roman Empire for hundreds of years.
 
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Very nice ! Thank you :)

Question, does Byzantium has now core on more provinces ? I was suspected that cores on isles with greek culture and the Anatolian cost (at least kocali) could be legitime.

Also I always wonder is the military bonuses given through ideas and mission tree are enough again strong powers in late game. (France, Polish cavalry etc) Personally I was modding with cavalry bonus (cataphract) or more discipline or tactics or defensiv buff (less moral damage) not All in the same time but to reflect legion battle tactics

Also, I was imaginating some reversed Janissaries for byzantium : the auxilaries. Looks like similaire to the Varangian.

In fact I was always asking myself : should Byzantium became the new Ottoman (on his own way) in term of power, bonus etc..
 
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Hi @Ogele - great dev diary! <3

Some questions from me:
  1. Exarchate of Africa mission - will I be able to turn Tunis into some sort of vassal? (Like Andalusia can spawn Sicily?)
  2. Pronoia - will a player be able to edit the name of pronoia? Like Ottoman player can choose a name of his new eyalet? (Hungary comes to mind as example) Would be so cool if we could establish 'Ravenna' in Italy or 'Carthage' in Africa.
  3. Would you still consider changing trade good type of Bolu province to Coal? (Zonguldak province, could appear by event in XVIII century, or just be there - hidden - from the start, to simplify things). This is the only region with coal deposits in whole Anatolia. It was discovered by accident and surely would be so sooner - if the declining Ottomans showed more interest in coal mining.
  4. Gold in Thessaloniki? It was used by Byzantines and was the biggest mine in the Balkans during Ottoman times. Will/would 'Return to gold' mission change the trade good in that province to gold?
  5. No 'Cappadocian' Greeks? :( The addition of 'Griko' is great but I was hoping there would be more ethnic diversity in Anatolia after the byzantine reconquista takes place. I am not saying they should be there from the start, just that they could 'Come out of hiding' via event/mission.
  6. Are you planning anything for Trebizond?
  7. If Trebizond restore Byzantium, would it change the country flag? (the flag is kind of Palaiologos dynasty flag). And purple country map color in that case? AFAIK, Epirus flag would be suitable, if creating a new flag would be too time-consuming.
  8. Despotate of Morea as a byzantine appanage/vassal/pronoia? Would be so much more interesting than just an autonomy debuff.

Cheers!
 
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I don't like ideas that have only patriarch authority, papal influence etc. - changing religion in such country makes it empty idea

Can you form Roman empire when new subject own land or you need to own it by yourself?
You must own it yourself.
That's interesting, I have to ask though:

1. Why not make Morea exist as a vassal/appanage at the start of the game? You can make it a "historical friend" of Byz to ensure it won't rebel.

2. I take it that you get a second chance as Morea should Constantinople fall? If so, how about Achaea (a Crusader State with Genoese as a primary culture) making a reappearance? After all, the illegitimate son of Achaea's last ruler led a rebellion against despots of Morea.

3. Won't Bulgarian separatists spawn and wreck Byz even more, considering it's very fragile internal state and lack of acceptance for mentioned culture?

4. Will you add further debuffs for "Byzantine Autocracy" reform such as +10% Stability Cost, -10% Nobility Loyalty Equlibrium and +0.05 Corruption growth?
1. We have discussed it internally, and, yes, you are not incorrect that they could be represented as a subject. However, we have opted to avoid unnecessary complexity by just increasing the local autonomy to represent Constantine's rule over it instead of having a country which has him as the ruler while he is also your heir. After all, it wasn't a vassal either.
2. Feedback noted.
3. Yes. That is intended.
4. Maybe.
Would it be possible to change the requirements for forming Rome as Byzantium to only require the areas that were held by Justinian. This in turn would both reward the player for doing so as Byzantium rather than say, France, while also ensuring that by there is still a sizable part of the campaign left when you actually form Rome, rather than you having pretty much finished the campaign.
No. Forming Rome should be the goal of the campaign.
Can you confirm if there will be any branching missions for players that choose to buddy up with Rome with those early Council of Florence events? It doesn't look like it - since there's no branching missions in the graphic - but it seems peculiar to incorporate a way for Byzantium to become Catholic (stronly implied in the DD) while also having an entire chunk of the mission tree still dependent on them being Orthodox.
There are no branching missions in relations to the religion of Byzantium. There is, however, a way to play Catholic Byzantium, but I prefer to let this be something to discover for yourself instead of spoiling it.
Huh, why is Stefan Dusan of Serbia depicted here??
View attachment 1025811
Placeholder art. In hindsight, I probably should have used the "404 texture not found" mission icons instead to limit confusion. Whoops.
Will Arabia receive a mission tree in this DLC? Feels like an oversight if it doesn't...
Stay tuned for future dev diaries.
From the very tiny outlines I see that youve followed the Rhine border to its historical extent.

Could you add the following provinces as well which historically were majority (or at least their capital) was in the Roman Empire:

Cleves
Utrecht
The Hague
Mainz

The modern rhine especially in the Netherlands used to have a different path which went much further north.
Sure.
The forcelimit, manpower and sailors modifier pronoias provide to their overlord, is that calculated from their fl/manpower/sailors or the overlords fl/manpower/sailors?
It is calculated from their FL / Manpower / Sailor Pools.
No Muslim path?
We introduced the Muslim path with 1.35 already. It just goes by the name of the Ottomans!
Oi, look, Syria exists from the start date:
View attachment 1025824
View attachment 1025821
Aren't we supposed to make a choice either to release it as a vassal or tolerate the schenanigans of local governors as Mamluks?
That one is for @PDXBigBoss
 
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I was hoping to see atleast a +10% inf combat ability in the idea. (For multiplayer byz will still be bad :( )
Now Please tell me more about the Varangian Guards mission i am a HUGE Varangian Guard fan boy and right now you are killing me Tell me moar please!
Are they going to be a Merc company? or a special unit?

I hope you made the campaign harder but not annoying. I'm excited though!

Last i want to ask about the "missionary streagh" modifier, what do you need conquer in order to get the +10 morale of armies? (im thinking about the multiplayer if it's possible to actually do, and if it is how fast can you get it.)
 
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Any chance that achievement requirements will be relaxed to allow either random or completely disabled Lucky Nations? The nations traditionally assigned this buff have had enough patches that make them stronger on their own. I feel this buff is not doing much other than contributing to every game being very same-y with regards to who gets conquered and who become the big bosses.
 
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Hi @Ogele - great dev diary! <3

Some questions from me:
  1. Exarchate of Africa mission - will I be able to turn Tunis into some sort of vassal? (Like Andalusia can spawn Sicily?)
  2. Pronoia - will a player be able to edit the name of pronoia? Like Ottoman player can choose a name of his new eyalet? (Hungary comes to mind as example) Would be so cool if we could establish 'Ravenna' in Italy or 'Carthage' in Africa.
  3. Would you still consider changing trade good type of Bolu province to Coal? (Zonguldak province, could appear by event in XVIII century). This is the only region with coal depositis in whole Anatolia.
  4. Gold in Thessaloniki? It was used by Byzantines and was the biggest mine in the Balkans during Ottoman times. Will/would 'Return to gold' mission change the trade good in that province to gold?
  5. No 'Cappadocian' Greeks? :( The addition of 'Griko' is great but I was hoping there would be more ethnic diversity in Anatolia after the byzantine reconquista takes place. I am not saying they should be there from the start, just that they could 'Come out of hiding' via event/mission.
  6. Are you planning anything for Trebizond?
  7. If Trebizond restore Byzantium, would it change the country flag? (the flag is kind of Palaiologos dynasty flag). And purple country map color in that case?
  8. Despotate of Morea as a byzantine appanage/vassal/pronoia? Would be so much more interesting than just an autonomy debuff.

Cheers!
Strongly agree with all these points. Its extremely wierd how they did nothing culture and religion of Anatolia. Anatolia wasn't even majority sunni muslim until the 16th century, based on Ottoman defters. A lot of the provinces in Anatolia should be orthodox and some more shia ones. Even by the 20th century Anatolia had big non muslim presence
92b800f009593647a2b4bbcf89a06107.jpg
 
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We introduced the Muslim path with 1.35 already. It just goes by the name of the Ottomans!
Super weird take imo. I get not having a Muslim path since there doesn't need to be a path for every possibility but this sounds like the reasoning is based on the whole "every Muslim in the Area is a Turk and every Christian in the area is a Greek" narrative.
 
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I do like what you did with Byzantines @Ogele however i still think that requirements to restore the Roman Empire by decision should be lowered to let's say the borders of the RE under the emperor Basil 2. I certainly don't want to spend my time fighting France or Britain and break the game with these two very important nations for that time gone. At the very least lower the requirements for Byzantines to do it.
 
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tbh AQ is my second favorite after Byz so i am excited for it as well... Let the blue boys rise in the middle east
Aq Qoyunlu is one of, if not my favourite tag. I just love that already you can play them in 3 different ways, you can choose to form Rum, Persia or you can choose to return to the ways of the horde. I just hope that their mission tree will truly reflect that they got those paths. This DLC truly could make them into a big and relevant wildcard that they should be, both in SP and MP.
 
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