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Europa Universalis IV - Development Diary 3rd of May 2022

Greetings everyone!

Today I want to present to you the upcoming content for our Northern Europe Focused DLC. Yes, you heard it right, the next Immersion Pack is about the Baltic and Scandinavian countries!
Sorry to everyone who was wishing for an Atlantis DLC :p

But before I get started with it, I want to share with you what we learned from the Origins DLC and the free content alongside it, so you can get a general idea of what the design of this DLC and Patch 1.34 will be like:
  • Branching missions are quite a success, and players are appreciating the flexibility of this new design. Because of that, you can expect that we continue with this philosophy for the Baltics.
  • Gaining Development from buildings was an interesting experiment. Although it was not as overpowered as many players have claimed, its snowball effect is definitely not something we will continue with.
  • Special units are one hell of a problem child to balance around. The Cawa units have shown that they have their niche, but they never really made it to become something of a backbone of your forces. While this is not necessarily tragic in Ethiopia’s case as the Cawa fulfill their role, it shows that we should dare to be more experimental with it.
  • The Mali experience is probably the most polarizing one in EU4 - you either love the punches given to you by the game, or you absolutely despise the rebel spam. In all honesty, we do enjoy having tags in the game which are more painful to navigate with. With that being said, in the Baltic DLC we want to have a similar on-the-edge experience for one of our nations, but not in the form of rebel spams. How this can be achieved - and if it will be achieved in the first place - is still an open question though.
  • The estate privileges and the new formables which came with the free content patch have been received very positively too - especially the Religious Diplomats. So we want to continue this trend of adding region specific content to the DLC, while more common additions - like estate privileges or government reforms - will be part of the free patch.

Speaking of the free patch: I know that there are people who do not care too much about the content of the Immersion Pack. Because of that, the end of every “Mission Tree Dev Diary” will also have a section addressing free content or balance changes concerning countries outside of the DLC’s scopes for Patch 1.34.

With that being said, let’s get started with the content reveal! But first, as usual, take into account that this content is currently under development and unpolished, so there will be placeholder art, typos, tweaked numbers, etc. before the release version.

“Where some states have an army, the Prussian Army has a state.” - Mirabeau

“Prussia was hatched from a cannon-ball.” - Napoleon Bonaparte

“I promise the chastity of my body, and poverty, and obedience to God, Holy Mary, and you, to the Master of the Teutonic Order, and your successors, according to the rules and practices of the Order, obedience unto death.” - Oath sworn upon admission into the Teutonic Order

As you can guess, the first dev diary is about our favorite space marine nation, the Teutonic Order, and to some extent, Prussia.

Requested by Duke Conrad of Mazovia in 1225, the Teutonic Order conquered the land of the Old Prussians, converting them to Christianity while the Prussian lands got Germanized over the two centuries. As the Teutonic Order was eventually conquered and vassalized by the Poles, secularized into Prussia and inherited by the Hohenzollern, the mission tree of the Order is less about recreating history and more about the “what if”.

And the many question marks of their mission tree show it:
Teutonic Mission Tree.png
The Teutonic Mission Tree has only 6 missions you can do from the get-go, which handle the very basics of the Order’s needs: gain protection from Poland, ally (and vassalize) the Livonian Order, build to force limit and of course handle the Prussian Confederation - which has become its own little disaster:
Prussian Confederation.png
Note: the way it works is still the same as it is right now in EU4. Just the first event which gives your burghers a ton of land has been moved from a random event into one triggered by the disaster. Without the DLC you will have a decision to end the disaster, while with it the mission “Handle the Confederation” will finish it.

The mission “Seek Imperial Protection” is about joining the HRE. As you are surrounded by Poland and Lithuania, it is only natural that you want to find a way to protect yourself from these two.
Join HRE event.png
The Emperor will of course receive the corresponding event to it too.
Join HRE event Emperor.png
Note: The Emperor will receive this event if you join the HRE through the HRE menu instead of the event - and they can kick you out if you are on the Emperor’s bad side.

The Emperor will most likely choose to accept the Order in the Empire - but under the heavy restrictions that internal wars within the Empire are forbidden. Of course you can choose to reject this…
Joined the HRE.png
A lot of guides will probably have to be rewritten now as the HRE is no longer a viable expansion path in the early game.

The mission “Defeat Poland”, which can be finished by either conquering 4 provinces of Poland or by defeating 3 Polish armies in battle, will unlock the rest of your mission tree.
Prussian Path.png

Crusader Path.png
You have the choice of two rather big paths for your country. You either can choose the Prussian path, which is the more historical (as historical as it can get with a Teutonic Order repulsing their doom) choice, and the Crusader path, which will let your order become more zealous in the Catholic faith than ever before, but the idea of a “Prussia” or “Reformation” becomes alien to you.

Let us start with the Prussian one. Taking this path will change your mission tree substantially:
Prussian Path mission tree.png
The Prussian path is mostly focusing on, well, becoming Prussia, and its role within the HRE, an improved military, Enlightenment and eventually crushing the Revolution. So if you take this path then expect to have a more long term campaign as your missions will mirror the ones of Brandenburg’s Prussia.

You might notice that there are still Branching Missions left even after taking one path. These missions are your “Path of Expansion” basically, as your Teutonic Prussia does not need to have goals of expansion like its historical counterpart had.

Completing the mission “The Order and the Empire” will grant you yet another choice of what path you want to follow:
HRE Diplo Path.png

HRE Conquest Path.png

Prussian Kingdom Path.png
If you take either of the two HRE paths (Holy Roman Diplomacy and German Conquest) and the Emperor forbid you to declare wars on HRE members until you become Prussia, you will get the following event:
Bishopric of Prussia.png
You will form a Catholic Prussia within the borders of the HRE, becoming a Teutonic Bishopric, a new government reform for a Catholic Theocratic Prussia.

Now let us go through the three different paths swiftly:

The German Conquest path has missions which are all about the pure conquest of Germany.
HRE Conquest Path missions.png
To be frank, there is not much to tell you about these missions as they are your classical “seek and conquer” missions in the HRE you are all familiar with. “An Empire of Iron and Blood” is, you guessed it, the final mission which basically asks you to conquer Germany. It is basically a glorified “Form German Nation” decision, but you get a nice +25% Governing Capacity modifier in your capital if you have one of the Prussian government reforms as your government type, at top of forming Germany (you receive this triggered province modifier as your final reward in all three of these paths).

The Holy Roman Diplomacy path is a little bit of a different story though:
HRE Diplo Path missions.png
Unlike the conquest missions, in the Diplomatic missions your goal is to actually become the Holy Roman Emperor yourself and unite Germany not through iron and blood, but through letters and words. In order to achieve this you will need to be elevated to a higher position than just the one of a simple bishopric. Fortunately, the mission “Subjugate Brandenburg” will help you with that. By vassalizing Brandenburg, you get the mission reward which enables a casus belli against the Emperor as well as three decisions, which you can use to transfer the electorship from your subject to yourself.
Gain Electorship decisions.png

Gain Electorship war.png
Purchasing the Electorship will require you to offer 6000 Ducats to the Emperor - while having no deficit nor loan. Requesting the Electorship will require you to be best friends with the Emperor, which means 190 opinions and 80 trust with the Emperor. The Emperor will also gain a substantial amount of favors with you, so keep this in mind. Gaining the Electorship through war is also an option as you can see in the image above. Finally, what is missing out is a decision which you can see when you become emperor and you have an elector as your subject, which allows you to usurp the Electorship, transferring it from your subject to yourself.

The mission “Become an Elector” will instantly elevate you to the rank of a kingdom - an Archbishopric of Prussia so to say.

Of course being an elector alone won’t make you an emperor though, so eventually you have to secularize your country. If you reach level 4 of the government reforms, have 2 stability, reach tech 10 and Protestantism has spawned, you are able to complete the mission “Secularize Prussia”, giving the following event:
Form Prussian Monarchy.png
Additionally, the mission will also disable all rebels spawned from seizing land from the Clergy.

The final missions of this batch revolve around the Religious League War, becoming the Emperor of the HRE, and eventually revoking the privilege of the HRE.

But what if you don’t want to deal with the HRE whatsoever? What if you always wondered “what would have happened if Prussia was neither inherited by the Hohenzollern or remained a subject of the Polish-Lithuanian Commonwealth?”

For that we have the final path, which is the one of the Prussian Kingdom:
Prussian Kingdom Path missions.png
These missions will set you on a conquest spree against Poland and Lithuania over and over. While they seem like another bunch of familiar conquest missions, they do have their highlights though. The mission “Push into Ruthenia” unlocks two unique estate privileges which stand in direct opposition to each other:
Orthodox Ruthenia event.png
The “Issue the Anti-Heresy Act” is a simple Clergy privilege which increases your missionary strength against heretics by 2%, while decreasing the Burghers Loyalty Equilibrium by 10%.
The Burghers’ privilege “Grant Orthodox Autonomy” on the other hand is a little bit more intriguing.
New Burghers estate privilege.png
Coptic has been added here because Orthodox and Coptic faiths have this “Tolerated Heresy” relationship with other Christian denominations. In the context of the mission it might not make much sense, but from a gameplay perspective I think the privilege should behave the same for both.

The other highlight of this path is the “Fortify the Borders” and “Fortify Dnieper” missions which give a modifier to up to a limited number of fort buildings in the highlighted provinces, which makes the maintenance of a fort virtually non-existent.
cheap forts.png
Your missions will give you claims in all of Poland, Moldavia and Ruthenia. In other words, you become the Prussian equivalent of the PLC.

But enough of Prussia for today. Let us talk about a more Catholicism orientated Teutonic Order playthrough:
Crusader mission path.png
With the Crusader Path you return to your original purpose, which is Christianizing the pagans and heathens, but also to crush any kind of heresy you encounter. If you want to paint the political map with your name and the religious name in yellow, this path is perfect for you!

The most left-part of your mission tree will focus on expanding into Russia, ending the Third Rome and healing the Schism between Catholic and Orthodox faiths, though as you are not the Papal Authority but just an Order of crusading knights, your version of the “Healed the Schism” might be not as convincing.

The second and third columns are all about mad conquest into the east, pushing into Hordes territory and converting the steppes. The highlight here is the mission “The Ruthenian Plains”, which unlocks a new government reform for you!
crusader order.png
Your ruler gains a new, fancy title too!

While your Holy Order is conquering eastwards and facing more and more hordes, your fourth column of missions evolves and adapts your military to the environment of the steppes. Each military mission is about either reforming your military by achieving certain amounts of Army Professionalism (or Army Tradition), by winning battles, and later on by recruiting more cavalry units.

The military missions give a permanent modifier which makes your army more and more proficient at using cavalry. The next military mission will then replace the previous perma-modifier with a stronger one until you complete the mission “Establish a Great Cavalry” which gives the final version of this modifier:
mounted crusaders.png
In easier terms: the more you are fighting the hordes of Central Asia and the more you crusade the steppes, the more your army becomes reliant on horses. And these military missions are basically “leveling your cavalry up”.

Eventually, with the mission “Crusaders of the Steppes” your Order will reflect the changes they did undergo through:
Steppesdust Crusaders.png

Holy Horde.png
On a final note: razing works a little bit differently for a “Theocratic Horde” such as your Teutonic Holy Horde. You can only raze heathen and heretic provinces, and you gain 1 Devotion for each 3 development razed. Additionally, because you get this reform rather late, the decrease of the Monarch Power starts at base tech 12 instead of 3.

That was all for the Teutonic Mission Tree!

Finally a quick word for something we want to address in the Free Patch of 1.34: with the buffs of Catholicism, the religions of Protestantism, Reformed and Anglicanism have fallen off a bit in their attractiveness.

Because of that we have decided to not necessarily buff these religions, but to add more appealing options to them instead:
Anglican buffs.png
First thing: Anglicanism Aspects have been reworked. The Mercantilism and Cash actions have been combined into one. Then, Divorcing your Consort will now grant 12 ADM/DIP/MIL power per missing stat (so this means the worse your consort the more monarch power you get from divorcing, so a 6/6/6 gives 0 monarch power while a 0/0/0 would give 72 in each category). Marrying a Local Noblewoman will increase your chance of a new Heir by 100% for 15 years (you can imagine how this works). The Stability action now grants some Legitimacy (or its equivalent).

The new aspects are ‘Encourage Innovativeness’, which increases said Innovativeness Gain by 50% and Reform Progress by 15% for 15 years (hover of the aspect to read its tooltip, there you can find the values given). Then ‘Deport Heretics’ is kinda self explanatory. It also increases Settler Chance by 10% and Religious Unity by 10% for 15 years. ‘Reformation Diplomacy’ is a little bit of a “Religious Diplomats, but for the Reformation”, and ‘Militarize Religious Icons’ gives some army quality. However, ‘Militarize Religious Icons’ costs 200 Church Power instead of 100 like the rest.

That was it for today! Changes to Protestantism and Reformed confessions will be addressed with the next Dev Diary, as well as the content for the Livonian Order.

Until then I wish you all a nice week!
 
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Korsjan Rīkis

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What are your plans for monuments? Is it to primarily add these in the DLC lands (Scandinavia and the Baltics) or to add them over the entire area?
Besides adding new monuments to Northern Europe, I hope that they add a few missing ones around the world, as well, like Harar, something in Congo, something in Brazil and something for the Muslim hordes.
 

Aloraand

Corporal
Sep 7, 2021
32
129
Ad Anglicanism,

The current gameplay loop of only getting free money is actually not changed much by the proposal, you just now get free mercantilism with it too, which essentially doubles your church power generation compared to current patch. This is since money let's you have more colonies, which is the only nice alternative.

1. Not a fan of the button that gives you progress reform/inno gain. It seems like a false choice, since you barely "feel" the effects of those modifiers unless it's really busted.

Maybe it could be instution spread and institution embracement cost, to go with the theme of progress. Or just remove it all together.

2. However, moving the inno gain away from the passive bonus is really nice. Currently, it makes innovative idea group less of a choice. Tech cost is cool on theme replacement, but 10% is a lot compared to other religions.

3. Dissolution of monasteries should instead be a one time event, giving you a lot of money (from the property), spread some dev (from the freed labour). And give lots of clergy land to the crown. The current effects also seem like a false choice, since you already have lots of crownland from lack of nobility/lots of deving.

4. Militarising icons seems like a weird name, I would maybe instead call it "support the King's/Queen's war", since the monarch was the head of the church.

People forget that you already get 10% morale vs basically everyone from the clergy privilege, this makes gb get 20% morale, which is busted in sp and fixes the main downside of GB compared to say France. (Don't know if ai takes that privilege, I suppose not).

What I would propose instead is:
- If the country is scotland, get 20% ica and -10% shock damage recieved (highlander infantry larp).
- If the country is England/GB:
-- if the country has royal army, 5% discipline, 15% manpower recovery.
-- if the country has royal navy, 5% ship durability, -25% naval atrition, 25% sailor recovery speed (This makes the choice of instituting royal navy actually meaningful)
- For other countries, 10% ica 15% manpower recovery. (This is for people doing cursed ireland runs, or if the religion somehow spreads).


5. Consort mechanics are often inconsequential, even if they are buffed. Maybe if they were merged, the monarch point gain was removed, then it would be more accurate (Henry wanted to divorce to marry someone else). The cost could be reduced to just 50 points, making it actually feel good to use when you are desperate for a good heir. I understand that the monarch power gain is there to incentivise its use, it's just weird and again seems mostly like a false choice.

A crazy idea here is to make the divorce also a disinherit mechanic for 200 church power(without the weird mana gain) and keep the marrying a local woman button in as well. This would create a more high risk high reward gameplay loop choice for your church power.
 
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Thucydides7

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The biggest problem with Anglicanism is that EU4 treats it as its own branch of Christianity rather than a weird form of Protestantism.
Anglicanism is hardly weird. It just isn't Protestant, though it has spun off (and later partially re-integrated) branches like Puritanism that were conspicuously Protestant.

Okay, so maybe Anglicanism is a little weird. On the other hand, like Anglicanism, Roman Catholicism too has spun off branches like Calvinism that were conspicuously Protestant; so maybe Anglicanism isn't so weird, after all.

Nevertheless, as Benedict XVI admitted, Anglicanism is orthodox, like Roman Catholicism and Eastern Orthodoxy, unlike Calvinism and Lutheranism.
 

Ogele

Second Lieutenant
Paradox Staff
Apr 20, 2021
111
3.235
While this looks promising as an idea, I have some comments on the "Livonian Alliance".

Specifically, the Livonian branch was a part of the German Order, not an independent state—at least until the secularization of the German Order in Prussia. Sure, they were mostly autonomous in what they did, but the Grand Master of the German Order expected the Landmeister of the Livonian Order to provide taxes and other items. There's a great note from the 1510's where the vogt of Suneborch replies to the Grand Master that he can't send his usual supply of building materials to Prussia that year because he's busy upgrading his own castle. Also, in the mid-15th century, the vogt of Suneborch was captured trying to convoy supplies against Danzig (the Battle of Bornholm).

As such, the requirement to "ally" with the Livonian Order is superfluous. I'd recommend instead the two states start allied. It would be great if there was a different type of alliances where, for example, the German Order could choose not to call the Livonian Order into defensive wars (to reflect that much of the campaigning against Lithuania in the 15th century did not have a Livonian involvement), but it's understandable that such a mechanic is not very easy to implement.

I would nevertheless suggest that the two Orders start allied. The inter-order rivalry would be better reflected by the Livonian Order having a "choice" of two people for the Landmeister every time one of these dies: one would represent a movement towards the German Order and another represent "independent" policy-making in Livonia. After a number of such choices, if the masters have all been German-leaning, the Livonian Order would be vassalized. The AI Livonian Order could be more likely to choose a German Order-supported candidate (an event on the Teutonic side) if they have good relations, the German Order has supported the Livonians with troops or whatever, etc...
From a historical point you are absolutely right that an alliance would suit the best to properly represent the relationship between these two states. For now these two orders will start as historical friends, but we will internally consider your idea. If it does not hurt the game experience as either of the orders (after all, an alliance is a guaranteed 5 years truce if you want to expand into Livonia / Prussia through military) then I think it should be quite reasonable to work a little bit on this mission.
I have a question in regards to the raze mechanic. As you said in the diary, lvl 3 is no longer the lower cape for this specific reform, lvl 12 is the new cap. Does this mean that you will move up the upper cap from lvl 23 to lvl 35? Because otherwise, if the reduction in Monarch Points stays the same and the upper cap remains the same, then we have a situation where instead of getting 5 monarch points per dev in a razed province, we get 12 monarch points, almost a whole 2.5x as much as before.
The amount of how much the monarch points gets reduced per tech is not set in stone. For now it is 12 monarch points because we are not in the balancing stage of the content. I think that it will tuned down though.
So we will now, by default get Teutons in the HRE before Poland or Lithuania can do anything, as they get an ahistorical truce at the game's start?
By default the AI of the Teutonic Order will not join the HRE as this whole mission requires improving the relations with the Emperor, which then triggers an event to ask the Emperor to join - and the AI will always pick the more accurate "We are too good for the Empire" option.
It all looks great and really interesting, and this specific reply would maybe feel futile as I'm nitpicking some wording from this tooltip: "Formed by the harsh environment of the steppes", did you mean Forged?

Thank you for pushing out quality content <3
Thanks for the correction! Will be fixed asap.
@Ogele In my opinion, keep the Holy Horde reform as unbalanced as possible. It exists for flavour and fun, it will never pop up from the AI, it will almost never pop up in Multiplayer (and the opportunity cost is not being Prussia). Hence, it should feel FLAVORFUL and FUN! to go full space horse instead of space marine. Add another +23% Cav Combat ability to the rewards, disable forming Poland if you have the reform (so it's not optimal to tag switch for polish NI) and now you have another contender for a space horse nation.
While personally I agree with you, the final decision if something gets nerfed lies more in the hands of the almighty QA than in mine.
Good update!
Can we please get more content for the Persia, Arabia, Caucasus region? A lot of minors and some medium nations have no unique missions.
Would love to work on this region. However, the Middle East (Persia, Arabia, Egypt, Caucasus, Anatolia) is completely outside of the scope of 1.34.
Maybe in a future patch.
Wow, that was a monster post! I have a couple of comments:

Re. stealing an electorship from your subject, it would make most sense to me if it's tied to annexing the subject. After all, you don't have the legal power to separate the privilege from your subject's title; the only way it makes sense is to bind your subject's primary title into your own, i.e. annex them.

Re. the event text recommendation by Thucydides7, while I like what he wrote, there is actually a mistake in the last sentence: "From this day" should instead read "From this day forth", or just "Henceforth". The way he wrote it would mean 'caused by or emerging from this day', rather than 'for a period of time starting on this day'. I normally don't comment on event text, but since Thucydides7 was kind enough to I thought I'd make sure it was perfect!
Personally, I think getting the electorate just through annexation is a little bit too... cheap for what it is worth.
Yes, you can get it for free if you inherit an elector, but this heavily limited as you have a) wait 50 years for it too happen and b) the inheritance is luck based, so you are not guaranteed to get it at your first ruler death.

Also thanks for the event text correction!
Ok, that's good to know.
Two other questions:
1. Is there a way to stay as a Monastic Order while remaining in the HRE in any of the three 'normal' paths?
2. What'll happen to the Monastic Order Kingdom/Empire government reforms in each of the 4 paths?
1. Well, this might be a little bit immersion breaking as the whole deal of joining the HRE is that you have to disolve the Teutonic Order, which would imply that you have to get rid of your Monastic Order too. However, ingame it is based on your tag. So as soon you are Prussia you are free to take the Monastic Order again and you don't have to worry that any offensive war leads into a no-cb against the Emperor.
2. As mentioned in 1. you can become a Monastic Order again when you are Prussia within the Empire. This means you get access to the Monastic Kingdom / Empire reforms without any issue while in the Empire. The third path is about you conquering PLC. As such, there is no block on these reforms for you either.
If you go the Crusader path you can get the Crusader Order and the Holy Horde reforms eventually. Both of them have access to these Monastic Order Kingdom/Emprie reforms too.
In other words: no matter what path you take, you will be able to always pick these reforms in question.
Sounds awesome! Although a little disappointing that only the diplomacy/become emperor option has a mission for secularisation.

Also, since the other christian religions are getting some changes, can we please get an option to fight the league war for hussite/reformed too? Especially hussite! It's a nice addition to the game, but it kind of sucks that you're encouraged to switch to protestant since then you can fight the league war and make it the official HRE faith. Why can't we try and make hussite the one true faith of the HRE instead?
Hmm... I think the Religious War is too hardcoded to allow it for any other religion. But if I recall correctly then there is an incident for the Reformed faith to become the official religion.
I won't make any promise for that one, but I make sure to bring this up when I talk with my colleagues at the office after the weekend again.
@Ogele are there any plans to rework trade nodes and their connections in the Batlic Region?

I would love to see Colonial Kurland to be come viable
While I get why it would be nice, I have to disappoint you here. We will not touch the trade nodes, or otherwise we are opening Pandora's Box for several trade node suggestions and wishes.
Regarding Kurland though... I would suggest that you wait for Tuesday ;)
First of all yes a Baltic DLC! I'm already looking forward to the new Swedish missions.

The Teutonic Order is one of my favorite Countries to play and you made a really cool Mission Tree but I miss a little bit an option to stay TO and play Tal.
So you have the options to be Prussia>HRE/Germany and TO>Holy Horde but I would love to see an option for TO to be more of a really efficient medium Country.

For example, they had a very modern postal service, used cannons as one of the first Army's, and look at the Marienburg (It is the largest castle in the world measured by land area and had underfloor heating). Under their governance, woodlands were cleared and marshlands made arable, upon which many cities and villages were founded, including Marienburg and Königsberg.

Secondly, I miss some missions for historical flavor:

1. Burzenland: In 1211 the region was given to the Teutonic Knights by King Andrew II of Hungary -> revenge for the lost land: release Burzenland as a March under the TO

2. Knights from western European countries, such as England and France, journeyed to Prussia to participate in the seasonal campaigns -> a mission for some manpower or a mercenary army

3. Gotland: An invasion force under Grand Master Konrad von Jungingen conquered the island in 1398 and drove the Victual Brothers out of Gotland and the Baltic Sea. -> maybe a claim or purchase of Gotland

4. The western Prussian lands of the Vistula River Valley and the Brandenburg Neumark were ravaged by the Hussites during the Hussite Wars. -> maybe an event to get some money back from Bohemia for the destruction.

5. Possessions of the TO within the Holy Roman Empire were ruined in the German Peasants War from 1524 to 1525 and subsequently confiscated by Protestant territorial princes. ->If the imperial incident: Peasants War is active, the TO gets an event or something.

6. The Order also helped Charles V against the Schmalkaldic League -> maybe an event for the League War.

7. Connections between the Hansa and the Order:
Teutonic Order had its origins in a crusader hospital founded during the siege of Acre; the founders were German merchants from the towns of Lübeck and Bremen.
Hansa provided ships and support for the Teutonic Order's conquest of Prussia, in turn, the Teutonic Knights provided protection for the merchants of the Hansa.
Several of the towns that were members of the Hansa (Danzig, Elbing, Thorn, Kulm, Konigsberg and Marienburg) were under the direct authority of the Grand Master of the Teutonic Order. -> this could also be its own mission tree.

So those were a few ideas. I hope I haven't bored you too much and that you don't misunderstand my criticism. You have put a lot of work into the German Order and I appreciate that. I am already looking forward to the next developer diaries.
I really appreciate the nice words, as well as your suggestions. Regarding a medium sized Teutonic Order I get what you maen, and to be frank, when making this mission tree the idea of a tall TO went a little bit over our heads as for this purpose you usually tag switch to Prussia anyway.

For your historical flavor mission suggestion I also have to say that there is not much space left for the mission tree.
With that being said, I remember somebody asking for a bunch more events for this patch, and all 7 suggestions are great ideas for these events!
 
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AquilamFlammeus

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Speaking of the special units, I wish that was moddable so that we could add new special units ourselves. I want Scottish Highlands regiments, damn it! Lol. But it is my understanding that exposing their code for modding is technically difficult to implement or something like that, so maybe something to consider for the next generation of Europa Universalis. Europa Universalis V, that is.

I would also love to be able to mod in new unit types. Ideally, I would like to see heavy and light versions of infantry, cavalry, and artillery. I want to see more variety! Maybe a few support unit types, too, but I am not sure about that one. But that, too, is probably technically difficult to implement as well. Again, something to consider for EUV.

You can sort of improvise with mercenary companies after you run out of the other military types. It's not ideal but eu4 just doesn't allow for this to be modded.
 
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adin85

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I have questions about Ideas. Now quantinty is must. It has hidden bonus with leader upkeep which is brillant., but Innovation and Aristocratic are nerfed in this way.. There will be some changes in ideas and policys. ?
 
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Heiliges Thüringens Reich

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1. Well, this might be a little bit immersion breaking as the whole deal of joining the HRE is that you have to disolve the Teutonic Order, which would imply that you have to get rid of your Monastic Order too. However, ingame it is based on your tag. So as soon you are Prussia you are free to take the Monastic Order again and you don't have to worry that any offensive war leads into a no-cb against the Emperor.
2. As mentioned in 1. you can become a Monastic Order again when you are Prussia within the Empire. This means you get access to the Monastic Kingdom / Empire reforms without any issue while in the Empire. The third path is about you conquering PLC. As such, there is no block on these reforms for you either.
If you go the Crusader path you can get the Crusader Order and the Holy Horde reforms eventually. Both of them have access to these Monastic Order Kingdom/Emprie reforms too.
In other words: no matter what path you take, you will be able to always pick these reforms in question.

Thank you for your answers. My main nitpick about your answer #1 is that I don't want to become Prussia... not even because of the name and that, but because of the flag! TO's flag is the most beautiful in the entire game and I would like to keep it :p
 
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Charles F.Muntz

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Livonia, the beautiful green duchy, with the excellent flag and beautiful generic eastern units, not the order. Is my favourite tag can anyone confirm that they will remain in the game? I don't get care if they keep their generic ideas and have no missions(I'd love it if they got some, but I get why they don't). I just would like to still be able to play them on new patches.
 

Testeria

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I have questions about Ideas. Now quantinty is must. It has hidden bonus with leader upkeep which is brillant., but Innovation and Aristocratic are nerfed in this way.. There will be some changes in ideas and policys. ?

Now I'm kind of off with the new meta... why quantity is a must? Is somewhere a post about this?
 

Aloraand

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Now I'm kind of off with the new meta... why quantity is a must? Is somewhere a post about this?
Quantity is a bit like the innovative idea group, in that people largely disagree on whether it is super nice, or much worse than the other options.

If you play vanilla mp meta or you play on vh difficulty, it is sort of a must, because manpower/fl is a huge advantage in early game wars. Also, it has an excellent policy with economic for tall play. But if you play for speed, you actually want to take other groups fIrst, as they give unique stuff such as war score cost with diplo.


Moreover, because it buffs your force limit, which impacts stuff like ai decing you, and diplomacy, it makes the idea group even stronger. Recently, a scaling has been added, where your general limit scales with your force limit. This is another buff to quantity, because you can have more free generals, making the ideas hat give free generals really wreak.
 
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From a historical point you are absolutely right that an alliance would suit the best to properly represent the relationship between these two states. For now these two orders will start as historical friends, but we will internally consider your idea. If it does not hurt the game experience as either of the orders (after all, an alliance is a guaranteed 5 years truce if you want to expand into Livonia / Prussia through military) then I think it should be quite reasonable to work a little bit on this mission.

Okay, thanks for the consideration! I wonder if an alternative to a "real" alliance might be some sort of event-based system where the two Orders get an event every time the other goes to war, along the lines of "Call the other"/"We can do it ourselves" and on the other side "Our ancient friends request our help"/"We shall follow an independent policy".

On the other hand, actual war between the two orders should be relatively uncommon. Even if one wanted to control the other, it wouldn't be done in a military fashion but rather through internal politics. For example, see how Johann Wolthus von Herse was deposed in 1471 in the Livonian Order because he was driving a policy that the other high commanders in the Livonian Order did not like. I would envision that the German Order (i.e., led by the Grand Master) would suggest promotions to some of his favourites on the Livonian end who would then implement policy that he would like—and vice versa.

I don't really know right now what mechanisms in-game would be used to show this sort of politicking, but I think some innovative events or missions-based solution would be a better approach (also makes for a more interesting/different gameplay) than all-out war.
 
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vaLor-

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From a historical point you are absolutely right that an alliance would suit the best to properly represent the relationship between these two states. For now these two orders will start as historical friends, but we will internally consider your idea. If it does not hurt the game experience as either of the orders (after all, an alliance is a guaranteed 5 years truce if you want to expand into Livonia / Prussia through military) then I think it should be quite reasonable to work a little bit on this mission.

The amount of how much the monarch points gets reduced per tech is not set in stone. For now it is 12 monarch points because we are not in the balancing stage of the content. I think that it will tuned down though.

By default the AI of the Teutonic Order will not join the HRE as this whole mission requires improving the relations with the Emperor, which then triggers an event to ask the Emperor to join - and the AI will always pick the more accurate "We are too good for the Empire" option.

Thanks for the correction! Will be fixed asap.

While personally I agree with you, the final decision if something gets nerfed lies more in the hands of the almighty QA than in mine.

Would love to work on this region. However, the Middle East (Persia, Arabia, Egypt, Caucasus, Anatolia) is completely outside of the scope of 1.34.
Maybe in a future patch.

Personally, I think getting the electorate just through annexation is a little bit too... cheap for what it is worth.
Yes, you can get it for free if you inherit an elector, but this heavily limited as you have a) wait 50 years for it too happen and b) the inheritance is luck based, so you are not guaranteed to get it at your first ruler death.

Also thanks for the event text correction!

1. Well, this might be a little bit immersion breaking as the whole deal of joining the HRE is that you have to disolve the Teutonic Order, which would imply that you have to get rid of your Monastic Order too. However, ingame it is based on your tag. So as soon you are Prussia you are free to take the Monastic Order again and you don't have to worry that any offensive war leads into a no-cb against the Emperor.
2. As mentioned in 1. you can become a Monastic Order again when you are Prussia within the Empire. This means you get access to the Monastic Kingdom / Empire reforms without any issue while in the Empire. The third path is about you conquering PLC. As such, there is no block on these reforms for you either.
If you go the Crusader path you can get the Crusader Order and the Holy Horde reforms eventually. Both of them have access to these Monastic Order Kingdom/Emprie reforms too.
In other words: no matter what path you take, you will be able to always pick these reforms in question.

Hmm... I think the Religious War is too hardcoded to allow it for any other religion. But if I recall correctly then there is an incident for the Reformed faith to become the official religion.
I won't make any promise for that one, but I make sure to bring this up when I talk with my colleagues at the office after the weekend again.

While I get why it would be nice, I have to disappoint you here. We will not touch the trade nodes, or otherwise we are opening Pandora's Box for several trade node suggestions and wishes.
Regarding Kurland though... I would suggest that you wait for Tuesday ;)

I really appreciate the nice words, as well as your suggestions. Regarding a medium sized Teutonic Order I get what you maen, and to be frank, when making this mission tree the idea of a tall TO went a little bit over our heads as for this purpose you usually tag switch to Prussia anyway.

For your historical flavor mission suggestion I also have to say that there is not much space left for the mission tree.
With that being said, I remember somebody asking for a bunch more events for this patch, and all 7 suggestions are great ideas for these events!
Hey could you please take a look at my suggestion here for solving the problem of transferring colonial provinces?
 

wobarch

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From a historical point you are absolutely right that an alliance would suit the best to properly represent the relationship between these two states. For now these two orders will start as historical friends, but we will internally consider your idea. If it does not hurt the game experience as either of the orders (after all, an alliance is a guaranteed 5 years truce if you want to expand into Livonia / Prussia through military) then I think it should be quite reasonable to work a little bit on this mission.

The amount of how much the monarch points gets reduced per tech is not set in stone. For now it is 12 monarch points because we are not in the balancing stage of the content. I think that it will tuned down though.

By default the AI of the Teutonic Order will not join the HRE as this whole mission requires improving the relations with the Emperor, which then triggers an event to ask the Emperor to join - and the AI will always pick the more accurate "We are too good for the Empire" option.

Thanks for the correction! Will be fixed asap.

While personally I agree with you, the final decision if something gets nerfed lies more in the hands of the almighty QA than in mine.

Would love to work on this region. However, the Middle East (Persia, Arabia, Egypt, Caucasus, Anatolia) is completely outside of the scope of 1.34.
Maybe in a future patch.

Personally, I think getting the electorate just through annexation is a little bit too... cheap for what it is worth.
Yes, you can get it for free if you inherit an elector, but this heavily limited as you have a) wait 50 years for it too happen and b) the inheritance is luck based, so you are not guaranteed to get it at your first ruler death.

Also thanks for the event text correction!

1. Well, this might be a little bit immersion breaking as the whole deal of joining the HRE is that you have to disolve the Teutonic Order, which would imply that you have to get rid of your Monastic Order too. However, ingame it is based on your tag. So as soon you are Prussia you are free to take the Monastic Order again and you don't have to worry that any offensive war leads into a no-cb against the Emperor.
2. As mentioned in 1. you can become a Monastic Order again when you are Prussia within the Empire. This means you get access to the Monastic Kingdom / Empire reforms without any issue while in the Empire. The third path is about you conquering PLC. As such, there is no block on these reforms for you either.
If you go the Crusader path you can get the Crusader Order and the Holy Horde reforms eventually. Both of them have access to these Monastic Order Kingdom/Emprie reforms too.
In other words: no matter what path you take, you will be able to always pick these reforms in question.

Hmm... I think the Religious War is too hardcoded to allow it for any other religion. But if I recall correctly then there is an incident for the Reformed faith to become the official religion.
I won't make any promise for that one, but I make sure to bring this up when I talk with my colleagues at the office after the weekend again.

While I get why it would be nice, I have to disappoint you here. We will not touch the trade nodes, or otherwise we are opening Pandora's Box for several trade node suggestions and wishes.
Regarding Kurland though... I would suggest that you wait for Tuesday ;)

I really appreciate the nice words, as well as your suggestions. Regarding a medium sized Teutonic Order I get what you maen, and to be frank, when making this mission tree the idea of a tall TO went a little bit over our heads as for this purpose you usually tag switch to Prussia anyway.

For your historical flavor mission suggestion I also have to say that there is not much space left for the mission tree.
With that being said, I remember somebody asking for a bunch more events for this patch, and all 7 suggestions are great ideas for these events!
yes - please as much events as possible - they really immerse the playthrough. thanks for the long answers
 
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raahoj

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I have questions about Ideas. Now quantinty is must. It has hidden bonus with leader upkeep which is brillant., but Innovation and Aristocratic are nerfed in this way.. There will be some changes in ideas and policys. ?
I never take quantity why is it any good?

I take offensive and defensive, because of morale and siege bonus.

+ alot of other reasons aswell

thx for answer
 

Nostalgium

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I never take quantity why is it any good?

I take offensive and defensive, because of morale and siege bonus.

+ alot of other reasons aswell

thx for answer
Quantity allows you to conduct wars for longer through significantly increasing your available manpower, the manpower recovery, and reducing attrition from all sources, including sieges. Even if you don't fill out the extra force limit you also get from the group, these factors are a significant improvement to your country's ability to win wars, even though it doesn't make you better at 1:1 engagements. Additionally, Quantity also has some really good policies, like Dev Cost reduction and Goods Produced (with Economic and Trade, respectively).
 
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